#avatar-rigging

1 messages · Page 199 of 1

crisp aspen
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i tried blending out the edges but it still does it

crisp aspen
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idk if im doing it wrong

crisp tendon
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Is your weight painting on your neck also done ?

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You can try smoothing both

lilac quest
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make sure you normalize

crisp aspen
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i did the neck and blended them two together

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that seemed to have worked

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also i clicked normalize all

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idk what that does

crisp tendon
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Normalize takes all the weight paint values and brings them down proportionally so that they all combine into 100% at the end

crisp aspen
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oh ok

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i have some important seams on my model though

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ill just go around the edges after

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thanks for the help

slow pivot
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There was something about "the angle being off" that the SDK told me before I published this avatar, the details of which I have no idea

sleek isle
celest bolt
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Heya, i have never attempted adding clothing in blender before, and am pretty intimidated by the process. Cause I know the process differs depending on if clothing is already weiggt painted, rigged, etc. Been watching tutorials but feel overwhelmed and unsure what tutorial to follow. For reference, I want to add clothing rigged for panda female base, to a panda female base. Since they are for same base, do i just plop it on and call it a day? Or how is the process different?

merry lotus
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So when creating visemes my top teeth move with the jaw, is there an easier way to fix this than manually weight painting?

celest bolt
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I heard there is a tool made by a cats dev to very quickly weight paint. Can someone link me?

fading verge
hasty shell
sleek isle
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hmmm

hasty shell
sleek isle
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leg legs bone and hip should be almost align

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from the side

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and the hip seen to be upside down as well

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and the leg

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wut

hasty shell
hasty shell
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here's a screenshot of the project i'm working on rn. i know it's missing textures, but i know for a fact that his bones work.

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also, there is little tabs that allow you to switch to head and hands

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might be something wrong there

fading verge
hasty shell
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hmm i feel you. your avatar comes from blender?

fading verge
fading verge
fading verge
fading verge
hasty shell
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you know, there is one thing that worked for me when i had trouble, try ctrl-a in object mode, "All transforms" - Ctrl-a - "Rotation and scale" on every mesh and armature group. fixed some weird things on my side at one point

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else i fear i don't heave the expertise to adress your problem... vrcTupCry

fading verge
hasty shell
fading verge
hasty shell
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though, definitely try to attach your hands to your body. I don't see how it wouldn't work, but blender is full of surprises...

fading verge
fading verge
fading verge
fading verge
hasty shell
fading verge
hasty shell
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alright so there is a lot of bones if i screenshot the whole list so assume that everything that contains "Left" or "_L" has to be symmetrized.

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the hair bones can be named whatever you want

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and the punctuation/capitalization is important so keep it the same

hasty shell
fading verge
fading verge
hasty shell
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there must be a sloution without redoing all the bones, but i don't know enough about blender, sorry about that 😓

fading verge
fading verge
hasty shell
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alrighty, good luck ✌️

fading verge
crisp aspen
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anybody know why the arms are stuck like this?

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nvm i just had to fix the tpose in unity

hasty shell
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Alrighty guys, gonna need your help on this one. So the blue block is a an elbow guard. I want it to slide on the elbod when i bend my arm. I thought that weight painting it completely to the left_arm and Left_elbow was going to do the job but it has the side effect of shrinking it. I figured i could create a new bone, but i have no clue how to make it move in sync. Someone here know how to make it happen (or have an alrternate solution without deforming the elbow guard)?

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i'll be going to sleep cuz it's ridiculously late. I would have searched for a solution online, but my issue is so specific i doubt i would have found something. Feel free to ping me

fading verge
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Does anyone know how to make the pose position the same as the rest pose in blender?

hasty shell
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I think you can even see it on the screenshots I posted earlier

fading verge
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Anyone know where I can find couple skins? My girlfriend and I are looking for a skin but we didn't find it!

hasty shell
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only a matter of weight painting it properly and name your bone as the finger you want to use. You'll probably want one to be the "thumb" and the other one as the index finger

hasty shell
# hasty shell

those are the common names so it can work as humanoid in uity

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unity*

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you got it

hasty shell
crisp tendon
hasty shell
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i guess it's hard to see in the pics, i'll take a viedo to show you

crisp tendon
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if it shrinks, that means it's weight painted to another bone as well

hasty shell
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i don't beleive that a setting preventing it to shrink exists. It's almost like i need to weight paint an extra bone

crisp tendon
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The more bones involved, the more it's shrink when deforming, if you want it to move with the forearm and remain on the elbow, then you would need a bone just for that piece and in unity apply a rotation constraint targetting the forearm bone

hasty shell
civic anchor
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is there any example rig i can use for my avatar? i am very new to blender

subtle girder
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if you go in blender to the top left, Edit > Preferences > Add-Ons > and search "Rigify" there's one called "Rigging: rigify" enable it then if you press Shift + A in object mode and hover over armature there will be some new options and I think basic > humanoid or something will give you a starter rig you can mess with.

half void
fading verge
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anyone know how to easily find the parent of a bone in the configuration of the humanoid avatar?

ornate cairn
fading verge
ornate cairn
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if you updated rig than do generic one and humanoid again to refresh rig

winged heath
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may God have mercy on my wretched soul

ornate cairn
winged heath
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this is the best one i can send rn excuse the quality

fading verge
ornate cairn
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into avatar

winged heath
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i wanna get the animation into an avatar

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some people have it

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but i cant find it anywhere

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its all just dead links and forum posts asking for it with no response

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so i turned tp AI

ornate cairn
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best i can offer is fortnite dances.

winged heath
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i fed it the original video

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and it gave me an animation

ornate cairn
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you made the animation with ai?

winged heath
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which is fine but imperfect

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and i cant even retouch it because it has keyframes everywhere

winged heath
ornate cairn
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that was expected

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the ai doesn't care much about human edits

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wonder if that gonna look decent

winged heath
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damn it fr dont embed

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awesome

ornate cairn
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it needs so to be fixed tho

winged heath
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to what the ground

ornate cairn
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but nvm tho it's ok for ai

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wonder how vrchat gonna show it

winged heath
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well its not gonna because im not adding it

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because at the start, the hands are completely wrong

jagged cave
viral seal
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decided to go "fuck it, jaw bone"

ornate cairn
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that's gonna look funny

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but it's easiest option

hasty shell
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I thought that painting it consistently would have worked, but nah

paper axle
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can someone please teach me how to re-rig an avatar

viral seal
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oof ouch actual pain

ornate cairn
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just remove weight paint from torso

viral seal
ornate cairn
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more

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that it only is on arm

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shoulder should take that part

viral seal
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wait no sorry i understand

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so basically this

ornate cairn
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yes

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you could thinker later around if the shoulder and upperarm doesn't look good

viral seal
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then for the shoulder im assuming just
remove weight from arm?

ornate cairn
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test if it looks ok

viral seal
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probably should have put some more loop cuts here but
eh

fallow moth
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well.. its a lot better if in T pose your arms and shoulder are on the same height for near human things.

viral seal
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like that?

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@fallow moth

fallow moth
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yea, now try to automatic weight again and check your topology bottom shoulder

viral seal
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ok
managed to fix it slightly

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the weird issue with the armpit was just from the arm

viral seal
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suffering

ornate cairn
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oof that bend

viral seal
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weight painting is truly weight pain

ornate cairn
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sometimes yes

hasty shell
viral seal
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legs still feel a bit funky but
atleast i got the worst bit of the legs out

hasty shell
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Tbh the legs give me a lot of trouble. I managed to weight paint it properly, but the pants over it clips through everything 😩

viral seal
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oof
and since im using a mirror modifier to mirror the weights
i cant do much

viral seal
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fuck me
everytime i think i fixed the legs
theres just
another problem

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legit if anyone wants to help me out with the legs I would genuinely be thankful

ornate cairn
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what problem you have tho

viral seal
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just
generally getting the bends to actually look nice

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@ornate cairn any thoughts?

ornate cairn
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can't spot the problem do you mean the crotch?

viral seal
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yeah
and here's how it looks at a 90* angle

ornate cairn
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you need to mix hips weighs and upperlegs

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so the bend won't look weird

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more weights from upper leg on top

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like 50%

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and from hips too 50%

viral seal
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so roughly like this?

ornate cairn
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hmm you need to try if that will do the job

viral seal
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it sorta didnt work

fallow moth
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well i work with some highpoly stuff but here:

viral seal
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tried making that area a bit better

fallow moth
viral seal
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i guess i'll try that

viral seal
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cause as is this causes alot of pain

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then again

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god i feel absolutely just
annoyed at this

heavy tinsel
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There is a reason why weight-painting is the part where most newbies give up.

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And also why countless tools exist to automate the process.

viral seal
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please tell me more about these tools

heavy tinsel
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Only ones I can remember off the top of my head are Mixamo and Rigify (I think is what it's called), Mixamo is a web app, Rigify is a Blender plugin.

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They'll take care of most of the work for you, but you will probably still need to do some manual painting afterwards to correct mistakes.

viral seal
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well
since i used the meta human rig as a basis
i guess i'll try Mixamo

heavy tinsel
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Things like tails and non-human heads (like your model has) can screw with auto-riggers though, that's usually when you have to do manual fixes.

viral seal
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im guessing i should get rid of my current rig if im doing mixamo?

heavy tinsel
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Mixamo in particular doesn't play nicely with tails, you'll most likely have to manually rig it afterwards.

viral seal
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ah aight

heavy tinsel
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I think Mixamo overwrites the existing rig.

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If not, then yeah, you'll have to remove it.

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Oh, you'll have to manually rig the eyes and jaw as well.

viral seal
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oh thats fine

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ok
gave it a try
and wow it did a stellar job

viral seal
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overall
Maximo did a good job, tried to mirror the weights to make it smoother
but eh
this is great enough already

viral seal
viral seal
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vertex on tongue basically decided to ignore the weight paint

fading verge
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so working on a model not sure if it was my own work or not that kinda messed up certain parts of it or if it was like that. but if I want to restart from scratch first I have to scale in pose mode to the proportions I want (made a few custom parts so need to do that for them to actually fit where I want them to).

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so asking here is there a way for me to apply the armature's position/scale from the one I have the proportions/size I want to model thats original?

fading verge
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either that or I will try and fuck around with fixing it

grim mist
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Anyone know for a solution like twist bones for wrists that's compatible with quest?

whole trout
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HELP, I've spend the past week making a model for Vrchat, everything looked great and looked ready to import.. but when i come back the next day, I now notices that all the bones are jumbled up (it wasn't like that before) like, the lower leg has the weight of the head, the pinky has the weight of the upper leg, ect... please tell me there is a way to fix this whitout re making the whole weight painting again TwT

sinful viper
whole trout
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i tried that... it auto saved on that broken part

whole trout
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Update: I couldn't find a solution so i ended up just re-making the weight painting

viral seal
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got my weight paints done 🕺

heavy tinsel
whole trout
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is alright

queen plover
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Hi everyone, I'm having some issues using an avatar with FBT, particularly the hip tilt issue. I aligned my hip bone (the tiny bone just above the legs) with my leg bones using Kung's tutorial on YT. However, the overall pose still doesn't feel right in-game. Do you guys have any suggestions to improve the pose of this model? Thanks in advance!

robust crescent
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straighten that spine, not gonna work in fbt

queen plover
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Should I also consider changing the sizes of the bones? Or is straightening these three bones enough?

hasty shell
bitter solstice
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My CATS plugin (0.19) doesn't seem to have options to generate twistbones. What am I missing?

crisp tendon
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Is that the development version ?

bitter solstice
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Oh that's got it. Thanks! I installed it from the menu directly. :D

digital meadow
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Hey how can I make a tail look okay without having dynamic bones in unity?

gentle cape
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i need help on learning unity. can anyone help?

willow grove
gentle cape
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i prefer if someone taugh me rather than scrolling through youtube trying to find videos imo

willow grove
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believe me when I tell you that you are going to have much more immediate success by clicking the link and getting started with the unity essentials program than waiting for a stranger you met on discord to hold your hand and give you personalized mentoring

eager stirrup
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is unity what you use to make avatars?

willow grove
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you use it to import avatars, generally you want to use another modeling suite to create the avatars

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I'm sure theoretically with the right combination of plugins and willingness to suffer you COULD make an avatar in unity, but it's not something I'd try

rich skiff
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Where could one go to MAKE an avatar?

willow grove
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Blender's a popular choice!

rich skiff
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I'll check it out!

fading verge
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When making an avatar in the bone menu i have more then 1 neck bone but theres only 1 placement for a neck bone and its causing parent problems how do i add more then 1 bone for my neck in that menu?

mild stratus
fading verge
mild stratus
fading verge
mild stratus
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I wouldn’t recommend using the full rigify rig as an actual rig anyway, as many bones may go unused, and just unnecessarily drop your performance level.

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It’s useful, don’t get me wrong, but most people aren’t gonna need those 50+ face bones unless they’re making blendshapes

sleek isle
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You can check the pin for reference, maybe upper chest do something weird, but removing the landing animation is an option as well.

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Gumroad

This locomotion prefab was created to improve the default movement controller. On top of that, you have multiple toggle to turn off legs movement or jump animation as example.You can cycle between multiple pose to simulate that you have full body tracking.-Sit anywhere, on the floor or an invisible chair.-Lay down on the front or the back ( slee...

gentle cape
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I need DESPERATE help with bones and parenting. My model doesn't move only the bones.

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I'm using blender currently

ember mason
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Changed the proportions of my avi’s arms and legs before and the mouth was permanently open when I uploaded it to vrchat

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Was fine in blender and unity

fair pewter
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also it had nothing to do with arm and leg proportions

ember mason
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thank you :3

winged heath
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i successfully extracted motion data from the goopie dance video using AI

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at long last

winged heath
azure terrace
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Hey guys I am trying to rig my humanoid with a lower arm twist bone, I am just wondering how it works. When I rotated my wrist in vrc, what got rotated was actually my lower arm bone and my wrist bone received no rotation inputs. The tutorials suggest me to rotation constraint the lower arm twist bones to the wrist bone, but how can my twist bone move if the wrist bone does not receive any rotation inputs? The quetion is: Does vrc recognize the lower arm twist bone's existence and start sending the wrist rotation value to the wrist bone instead of the lower arm bone?

azure terrace
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Hmmm... I couldn't get lower arm twisting bone to work no matter what, is there any resources on how to implement lower arm twisting bones?

sweet rain
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but vrchat is doing uh. this

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my only other option aside from hopefully? fixing these constraints has been trying the thing where you make an animation that's hiding the head mesh for you, but it's technically visible to other players and the mirror , but it's a bit of a lame fix because your mesh can't be seen in cameras, and also for some reason I bused that as well

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also for context these dynamic bones have no force/gravity on em

crisp tendon
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Dynamic bones don't work on constrained bones

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There might be a way through the upcoming avatar dynamics update, but that's unsure as of now still.

ornate cairn
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you would need to edit it in blender so the bones are part of rig

sweet rain
sweet rain
ornate cairn
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yes

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shouldn't be hard imo

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you would need to make them parented to head bone and you gonna need to mess with weightpaint

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so the bones have full control over this parts

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so it gonna be easier to set in dynamic bones

sweet rain
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oh yeah the head bone is SO far back it sadly will not work

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your viewport on this guy is in the lower neck to it works in FBT

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a friend mentioned it might be because I have my bones set on the main avatar hiearchy instead of the root bones THEMSELVES so I'm gonna take a stab at it
apparently a friend of mine has def got dynamic bones working on constraints before

ornate cairn
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could be that it somehow worked but you gonna need ask friend for more details

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also what do you mean by head bone is far?

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it's probably doable anyway

sweet rain
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real headbone is that one sticking straight up on the right

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hair bones are those vertical ones hanging down

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so if I parented them to the real veritcal head bone they'll just fly off and stretch in a weird direction

sweet rain
ornate cairn
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hmm i have some ideas but i would have to test them tho so i won't suggest anything now bcs i might give you work that won't be worth trying

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i never rigged something like this sadly

azure terrace
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@willow grove Thanks for sending me that, it didn't work for me, but I will try to tweak a few other settings to see if it makes a difference.

willow grove
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I wish you luck!

orchid echo
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So the fix was, the Dynamic Bones only bug out like that ON THE HEAD.

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Dynamic Bones actually work just fine downstream of constrained bones, so long as the Head is not anywhere in the chain as the parent. (It’s true that you can’t have a transform be constrained AND dynamic at the same time tho)

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In this case, the eventual fix was to reparent the longneck assembly so its parent was the Chest (Chest -> longneck -> avatar’s weighted head)

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Once its parent was the Chest instead of the Head, all the constraints worked fine and so did the Dynamic Bones.

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However, that meant that VRChat wasn’t shrinking any of it for you…

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so a material swap animation had to be used instead, where IsLocal == True was driving a switch to the longneck-and-head becoming a shows-only-in-mirrors Poiyomi material.

lone coyote
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Hey guys! I'm have some trouble here, I'm uploading my FBX to Unity but when I bend the arm, the weight painting gets all wonky.
I'm making sure I'm using unlimited skin weights but it's not solving anything. Reuploading, reimporting, restarting unity, putting in a whole ne wprefab, etc. I've tried all I think I could. but it isn't looking the same smooth(ish) way it is in blender. Any help appreciated 💙

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Top pic is unity

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Also wasn't too sure where i was supposed to post this so i apologize :x!!

azure terrace
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First, turn on wireframe

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I don't know toooo much, but let me see what I can do

lone coyote
azure terrace
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Ok, so uhm... what's wonky about it

lone coyote
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The weight painting isn't the same as exported from blender

azure terrace
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Ah ok

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In what way

lone coyote
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I was suggested It might because of the skin weights but I have unlimited enabled

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In the top picture (unity) it warps the pearls and stretches them as though they're attached to something else (probably?) but i already did cleaning up on my weights in blender

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the poses are the same, in unity and also blender

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so i'm unsure what unity might be doing to my mesh thats making it seem like they were neveer weight painted properly

azure terrace
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Unity has a max influence of 4 bones

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But in blender, this can be way higher

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How many bones do you have here?

lone coyote
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I thought unity had unlimited, unless its a broken option

azure terrace
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You can, but you need to implement it yourself... in game projects...

lone coyote
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Oooh understandable, thats really weird though because I have many bones in that one mesh

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Theres 11 bones on the sleeves btw

azure terrace
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That sleeve you have there, you shouldn't need more than 4

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11 bone is insane

lone coyote
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Fair, but I have hair and also the dress, with just about the same amount and they have no issues

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Which is why I was struggling to figure out why unity was making just the pearls on the sleeves wonky

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the sleeves are fine, its just the pearls, if i forgot to mention

azure terrace
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Pearls, lemme see

lone coyote
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Theres probably some simple solution to this I unfortunately just CANT find LOL

azure terrace
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oh my, these pearls are geos, I just realized

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And that's what I call a rigging nightmare

lone coyote
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It was a hell of a nightmare to rig

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But after cleaning it up in blender it still looks weird in unity

azure terrace
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I never rigged something like this, did you project the weight from the sleeves onto the pearls?

lone coyote
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I did, and then used the average tool to straighten everything out so they don't look so stretched when moving around

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Lots of trial and error

azure terrace
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Hmmmm, yeah... I can't figure out why with my current knowledge

lone coyote
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That's okay! Thank you for trying anyways

azure terrace
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But uhm... you know how to implement lower arm twist bones?

lone coyote
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I actually haven't gotten to adding those yet

azure terrace
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I tried some tutorials, didn't really work

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Oh well, I am gonna look at some booth models today, hopefully they will enlighten me

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Good luck!

lone coyote
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OKAY, So i solved it LMAO

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SO instead of setting skin weights to unlimited in the project file, I selected the model itself and set the skin weights in the rig tab, to custom, and upped the max bones and lowered min bone weight!

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unsure if this heavy or not, but it's solved the issue completely.

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For if anyone else has this problem somehow

plush gazelle
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anyone know why this tiny spot refuses to weight paint?

crisp tendon
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Even if you manually assign weight to the vertex ?

plush gazelle
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im not sure how to do that

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uhh... nevermind it... fixed itself

lime magnet
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Asking in advance- How would I go about rigging this dude’s legs? He doesn’t really have knees XD. Would the knee point just go at the bottom of his torso where his legs attach?

azure terrace
lime magnet
ornate cairn
pulsar rain
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hey guys I'm having a problem with my avatar's shoulder rotating too much inside of VRchat when they shouldn't be rotating at all on one axis

pulsar rain
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does VRchat 100% need shoulder bones in avatars

ornate cairn
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if you want it to be humanoid than yes

pulsar rain
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unity says shoulder are optional

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yup

arctic plinth
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!!!!!

ornate cairn
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@fleet vortex try adding weight paint when vertex group is named Head

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also

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did you checked if you have bones for eyes ? or they suppose to move with head

fleet vortex
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They are supposed to move with the head.

ornate cairn
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ok than weight paint eyes

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hold left click on them

fleet vortex
ornate cairn
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can you show if you weight painted them?

fleet vortex
ornate cairn
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it's head weight paint preview

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show me the eyes weight paint preview

fleet vortex
ornate cairn
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they are blue it means they are not weight painted

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check if they have vertex group which you added "Head" and than you can weight paint them with holding left click

fleet vortex
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Alright.

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It's in!

clever junco
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so eh.. I tried making an avatar after months and it worked fine in pose mode before but now well this happens and Idk if it's the weight painting because If I mess with that it either becomes worse or my model wouldn't move at all. (or I am absolute garbage at weight painting) (yes the legs have a texture issue in blender)

ornate cairn
clever junco
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I'll try that

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still got the noodle arms

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didn't see any visual changes either

ornate cairn
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than maybe hit cttr+a and apply scaling and than transforms

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when in edit mode and all selected

ornate cairn
fleet vortex
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Okay, I figured out what was wrong.

clever junco
fleet vortex
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I had the wrong blender version.

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🤦‍♀️

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It's fixed now.

ornate cairn
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oh ok lol

ornate cairn
fleet vortex
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Yeah

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It was in 3.0, I was using 2.9

ornate cairn
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well good you don't have to add them yourself

ornate cairn
clever junco
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3.0.1 if I am correct

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or the latest

ornate cairn
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ok in object mode hit a than ctr + a and than apply scallings and transforms

clever junco
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oki

ornate cairn
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scale and all transforms

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you can just hit ctr+a twice

clever junco
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aa

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alright

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did it for the mesh and bones

ornate cairn
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maybe the version 3.0 breaks the avatar in which version it was made?

clever junco
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I think 2.9

ornate cairn
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try using 2.9

clever junco
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alrighty

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can I just copy and paste it because I added some assets to it like the beanie and shoes? or will it just transfer the uh noodles?

ornate cairn
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check first if 2.9 fixes noodles

clever junco
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👍

clever junco
ornate cairn
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well could be that the rig is brokie

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hmm

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when you check weight paint it is fine?

clever junco
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scare blender with the broken tpose

clever junco
ornate cairn
clever junco
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legs work A ok

#

it's only the shtewpid arms

ornate cairn
#

huh well you know what that means re weight paint for you

clever junco
ornate cairn
#

since it'

#

s only upper arm and lower arm

#

than it's not big hassle

clever junco
#

I always used automatic weight painting so lets hope it'll go well

ornate cairn
#

well i think you are fine these are the easiest to fix

#

good shoulder bones are fine

#

mixamo would rig it pretty well imo

clever junco
ornate cairn
#

well use mixamo than lol

#

you don't have tail and long hair

#

so should be ok

digital meadow
#

Should I add bones to my hair if I plan on adding dynamic bones in unity?

clever junco
ornate cairn
#

and no traditional dressing

clever junco
#

I do have some long hair though

ornate cairn
clever junco
#

or I can go full on idiot and delete the bones of my body and use metarig vrcSmooSmart

#

ngl I kinda wanna try that just to see how bad it is

ornate cairn
#

hmm i mean i always weight paint by hand bcs auto weights break all my avatars in annoying way

#

but give it a try

#

lmao

clever junco
#

XD

ornate cairn
#

ok then i'm alone in the battlefield of weightpainting hand

#

I like to have smooth curves on fingers

#

well low poly hand always are hard to weightpaint

#

that's why i always ctr+r if need till it's good

clever junco
ornate cairn
#

how it turned out everything now fine?

#

well you gonna need to add bones for hair bcs you need dynamic bones

#

or else they gonna go through you if you look up

clever junco
#

good god why

ornate cairn
#

oh no lol

#

vertex groups maybe are broken

#

well maybe really give a try mixamo

clever junco
#

yeah XD

ornate cairn
#

remove the armature and import to mixamo only fbx with mesh

clever junco
#

now we wait

ornate cairn
#

and pray

digital meadow
#

lemme know how this works out

clever junco
#

error occurred :D

digital meadow
#

gg

ornate cairn
clever junco
#

unkown rig type

ornate cairn
#

bruh what

clever junco
#

yup

ornate cairn
#

did you placed all markers?

clever junco
#

yes

ornate cairn
#

well that's bad

#

it could be that vertex groups are broken

#

the avatar need more troubleshooting

clever junco
#

or

#

the avatar can go into the bin

#

but that just wasted effort

ornate cairn
#

yeah :/

#

check how your vertex groups look

clever junco
#

what should I look for?

#

cause it looks normal I think at least

ornate cairn
#

hold on did you checked the uv map?

clever junco
#

😰 noe

ornate cairn
#

check

clever junco
ornate cairn
#

but uv problems would show also material problem hmmm

clever junco
#

yeh uv's looking good

ornate cairn
#

do you have blendshapes on that avatar

clever junco
#

yush (yes)

ornate cairn
#

check maybe if they look alright

clever junco
#

oki

#

yup they look good

ornate cairn
#

well everything seem to point on vertex groups but idk

clever junco
#

pff lmao

ornate cairn
#

lmao what did you do

clever junco
#

assign from bone envelops

ornate cairn
#

oh that lol i forgot about it

#

looks like the upper arm doesn't make lower arm move?

clever junco
#

looks like it yes

ornate cairn
#

well if they are parented like they should be than it's weird.

clever junco
#

so uh weight painting manually it'll be

#

the spots that stay I obviously haven't painted

#

idk how to do it manually though lol

ornate cairn
#

you need to click on avatar in object mode and go to wieght paint mode than you select vertex groups and check their weights

#

seems like you need paint fingers

#

the one finger should have 3 bones

#

so 3 vertex groups per finger

clever junco
#

jesus christ 😅

#

"left elbow" LMAO

#

that almost the whole fk body

ornate cairn
#

how that even happened

clever junco
#

no single idea

#

mmh assign from bones doesn't do anything

#

(even though I was doing it wrong the whole time the first time)

digital meadow
#

thats a lot of hair bones

clever junco
#

yup..

#

keep getting this error when assigning automatic bones

#

autosave from 5pm to the rescue I guess

#

god pair that with fbt lmaoo

#

aight I know what the cause of the noodle was

#

the shitty shoes

ornate cairn
#

bruh they had their armature?

clever junco
#

no idea it just messed it all up the moment I joined them

#

I ain'teven gonna bother kek

#

time for other shoes B)

ornate cairn
#

yeah lol

#

wonder what da shoes doin

#

to make whole avatar become mess

clever junco
#

mmd

#

:D

#

nah jk

#

I do wonder

ornate cairn
#

wait those shoes were from mmd?

clever junco
#

those where from deviantart

ornate cairn
#

bruh i think i know now what was cause

clever junco
#

👀

ornate cairn
#

tbh i had same problem with i think hat from mmd and it was bcs of format of rig they use

#

i stopped using mmd stuff like 2 years ago

clever junco
#

aah

#

I find it easy If I need some clothing like quickly

#

but most stuff is just ugly and ripped from sims games XD

tender crystal
#

I'm assuming this is a rigging issue, but whenever I sit down I phase through the chair and am unable to use emotes. I need help... T_T

#

(Any other tips for optimizing rig/bone placement appreciated as well 💚 )

clever junco
#

yeah hahah also found out why it didn't want to map weight automatically

#

the model was too complex for blender so had to dumb it duplicate the mesh merge by distance then transfer the weights

pale star
#

me who has no idea what anyone is talking about : 😃

clever junco
#

let me simplifiy :D

#

NO MOAR noodle arms

#

this took me way too long lmao, thanks all for the help ^^

ornate cairn
#

but as for not working expressions idk

#

the default sitting animation isn't made for avatars like yours

ornate cairn
tender crystal
clever junco
ornate cairn
tender crystal
#

Oh neat! Thanks! I like learning new things like this, I'm sure there are tutorials like that somewhere. I was just crossing my fingers for a quick fix lol

ornate cairn
ornate cairn
#

i usually use it as reference when it comes to height

tender crystal
#

Cool beans. Thank you friend! This is my first avatar so I am very grateful to have the help. ❤️

ornate cairn
fading verge
#

Need help with unity it's fucking stuck? on a diff avatar than the one I'm working on. just imported my new one and I can't configure the armature as it's showing the other one

#

Does anyone have any vid links to get started with rigging for first timers

fading verge
ornate cairn
fading verge
#

Well for vrchat i guess. I don't really know where to start

#

Just for vrchat avatars

ornate cairn
# fading verge Just for vrchat avatars

tbh there are not much videos but this one could do https://www.youtube.com/watch?v=A1EIoprnrMg&ab_channel=MakoRay you should watch it anyway

Part 4 of a series in which I guide you through the overall process of creating a 3D virtual avatar starting from nothing for use in VRM applications and VRChat, using Blender and Unity. Here we experience rigging, weight painting, and all the pain associated with them.

Dikko's rigging videos:
https://www.youtube.com/watch?v=NOmO3sBFNDU
https:/...

▶ Play video
fading verge
#

Alright thanks

crystal flare
#

Question, how do I move down this bone under the others? I need it to be the last in the order...

crisp tendon
#

Change its name ?

crystal flare
#

I do, it still stays there

crisp tendon
#

Do you have alphabetical sorting enabled in your hierarchy ?

crystal flare
#

I don't know, I just need to move it underneath for the hierarchy to be correct in unity..

#

I need the finger bones to be the first in the hand, but I've never done this in Blender

ornate cairn
#

moving it down wont change anything

crisp tendon
#

Do you need it to be a child bone ?

crystal flare
#

Wont VRC tell me the fingers arent the first in the hierarchy?

crisp tendon
#

I don't think that matters RuuuThunk

ornate cairn
#

yeah

#

doesnt matter

#

they are all parented first

crystal flare
#

Ohh ok, I was worried it would

#

Im trying to make a hand puppet so this is a bit different than regular stuff >.>

digital meadow
#

Is there anything wrong with using the blender riggify meta rig as just a normal skeleton?

digital meadow
#

For a VRchat avatar how many joints do I really need to be mobile/polished in their movement?
Like I have been freaking over the transitions of EVERY bone if moved, but like is spinal bone at the shoulders really gonna move that much?

young mantle
#

Do yall like scale your avatars hands to be scaled for your real hands?

young mantle
#

I get so tripped out whenever my tiny size small woman's glove hand becomes and over grown gorilla hand.

sand python
#

Any idea of how to place a tail so that the base of it stays stuck to the hip and it doesn't detach when you move?

young mantle
#

😫

sand python
#

is that in unity or blender

#

im new at this lol

#

i tried attaching it in blender, still dont know how to attach it to the hip bone specifically

#

ooh ok let me try that rq thanks

#

i see

#

whenever i parent it it moves it to the default position

#

geez im sorry lol i suck at this xD

odd tapir
#

How do I fix clipping through clothes when using dynamic bones on Pandabear female bare (or any other base) ?
Whenever I position the bones that is affected in Blender and fix the clippings, it still clips in Unity when I move the model around. How do you fix issues like that ?

fair plank
# odd tapir How do I fix clipping through clothes when using dynamic bones on Pandabear fem...

If you don't need the outfit to come off you could should delete the body mesh that's covered by clothing
or you could adjust the weight painting of the clothing or maybe this?
https://www.blendersecrets.org/secrets/rigging-clothes-blender

rain mountain
#

what the (btw it says that i dont have a chest bone but i definitely do, imma send a screenshot rq)

rain mountain
#

which one?

ornate cairn
#

the chest

#

it's gray meaning not assigned

rain mountain
#

o

ornate cairn
#

assign it in panel on right

rain mountain
#

when i click on the chest button on the right side then the chest bone on the left it doesn't do anything

ornate cairn
#

click on chest and hold left mouse and drag it into chest in right panel

#

that is second way you can do it

rain mountain
#

oh alright

#

thank you

rain mountain
#

how do i rotate the skeleton on this thing

ornate cairn
rain mountain
#

its facing the left side of the model

ornate cairn
#

that you need change in blender

rain mountain
#

oh

#

in blender it's facing the right direction

ornate cairn
#

hit a and ctr a and apply transforms

rain mountain
#

wh

sleek isle
#

Apply all transform

rain mountain
sleek isle
#

hit a and ctr a and apply transforms

rain mountain
#

i figured that out but now the hip bone isn't co-operating so there's a new problem on my hands

sleek isle
#

Hip too low

void canyon
#

I saw somewhere in here that it was possible to "make things point down without using dynamic bones"

#

I'm thinking oh hanging a sword on my waist or something, what would let me have those faux physics in it?

#

Avoiding dynamic because 20 dollars and i wanna keep my excellent rank 😤 ✊

fierce grail
night compass
#

Alright, quick question, and I think it has to do with the avatar's rig. When imported into VRChat (no apparent errors), if you're on desktop, your arms are reached out and your legs don't move. In VR, you can move your arms but the legs still don't move. I have the rig set to humanoid and checked to make sure everything was set up properly in the configuration rig thing, anybody know the issue? (please @ me if you respond.)

void canyon
#

Exactly what i needed, thank you

#

Looks like i can even do a non-ass looking hair with that faux gravity

#

Very cool

sleek radish
#

My annoyance with VRC's lack fo corrective bone shapes continues.

orchid echo
#

@odd tapir if it’s fine in Blender but looks badly weight painted in Unity, you may need to go to the Rig tab on .fbx import and set Custom influences per vertex. Default is 4, I just put 16.

#

It’s kinda legacy best practice not to do things in Blender with more than 4 bones influencing any vertex but since the engine update we don’t need to be limited that way any more. And 4 kinda was too low to begin with anyway.

digital meadow
#

Hey how come my hair is getting pulled off of my model when I move my neck bone? I have tried different weights on the hair to the neck bone but it is not helping.

void canyon
#

i guess you'd want the hair to be entirelly controlled by the head & hair bones 👀
not sure the neck should have a say in the weights

digital meadow
#

I mean they are

#

But the thing is that there is this issue when the neck has zero weight on the hair

#

it still just seperates

#

like

#

only when I move the neck. Moving head its fine, neck does this

void canyon
#

weird lol

#

did you set bone constraints or funky stuff like that?

digital meadow
#

nope

void canyon
#

actually you dont seem to have hair bones

digital meadow
#

Yup

#

I will probs add a couple

#

but like

void canyon
#

screenshot of the head weights?

#

head bone weights

digital meadow
#

there is so much jank in my rig right now its just pain ;~;

void canyon
#

lol

digital meadow
void canyon
#

whats up with the max weight lines on the neck weights?

#

trying to make it pull downwards?

digital meadow
#

I dunno what you mean? your upper neck moves more than your lower neck, plus if I had the lower neck be weight 1 then it might disconnect from the body

#

Neck is movin fine itself

void canyon
#

i mean the red outlines in the hair

#

or is that a blender render thing

digital meadow
#

Those are the seam marks

#

ya know, for UV unwrapping

void canyon
#

right

#

tought it was just random weights from the screenshot lol

edgy ginkgo
#

Shady, that usually happens when there is weight from another bone

void canyon
#

yeah, you dont have hair bones, so the only real thing is something else pulling it down

digital meadow
#

You think another random bone is fucking with the hair?

edgy ginkgo
#

check your shoulders/legs see if it move then

void canyon
#

dunno

edgy ginkgo
#

happens, yeah

void canyon
#

wild brush strokes are the worst 😬

digital meadow
#

Holy fuck it fixed it

#

Yeah

#

Man

edgy ginkgo
#

cheers

digital meadow
#

auto weights suck

edgy ginkgo
#

well they do a good job on single mesh items best

#

like if its all one piece/connected

#

otherwise blender gets confused

#

in most cases, auto is a great starting place

digital meadow
#

Okay how about this, how the heck do I pain this waist armor? I know leg mobility will be limited some what but like.... this armor should be a solid piece so its not exactly supposed to be able to bend much but like... its gotta bend a little for leg mobility right?

TLDR: Umm, legs are bad plz help.

#

without waist armor

edgy ginkgo
#

so data transfer works perfect in this case, one second

#

blender 3.0 is god mode with transferring weights

digital meadow
#

...wait I am confused. How does weight transfer apply to me here? I am not applying this from an old model.

edgy ginkgo
#

right, but your transferring to another mesh

#

the armor right?

digital meadow
#

Right I suppose? I want better range of motion without clipping and I am not sure how to make it look natural.

edgy ginkgo
#

its like a cape right?

digital meadow
#

Kinda? The material is supposed to be all armored, like part of an armored skirt.

#

I was planning on adding some dynamic bones to the sides of it so they can swing slightly on the hinges

edgy ginkgo
#

okies, so yeah, make it a separate mesh object and use data transfer to make it fit perfectly

#

you can add that too after

digital meadow
#

So I am putting the weight data from the thighs onto the the armor?

edgy ginkgo
#

correct

#

the body to the armor

digital meadow
#

Alrighty lets give it a shot

edgy ginkgo
#

the transfer in the video will show you how

void canyon
#

i have something somwhat similar in my model, an armored skirt

#

the hips has a solid grasp on the center and waist, and the legs just control their side a little

edgy ginkgo
#

yeah, i did the same on my cape with data transfer, worked well

digital meadow
#

Ya know that worked pretty well, I can go through on my own and tweak it a bit. Thanks a ton

void canyon
#

if you dont want it to be bendy

#

you could always make a bone for it

edgy ginkgo
#

Anytime, glad it worked 😄

void canyon
#

then you'd have to look into other stuff to keep the bone pointing down i guess

digital meadow
#

I was planning to on the sides, main issue is tryin to find a compromise on the main bit on the actual waist/hips between stiffness and mobility.

#

Hey so what is happening here with the arm? I just went through all the vertex groupings and nothing has weight on this besides the shoulder and upper arm, so why is this part being left behind when I bend at the spine?

#

....God dammit I hate it when I post a question and then IMMEDATELY find out the obvious answer on my own :~:

#

Anyways imma get some sleep. Thank you! you two saved me

void canyon
#

😄

round turtle
#

My avatar is fully rigged but i seem to be having trouble with the orientation of the fingers, is there a way to edit the rotation properties of a rig inside of unity so i dont have to re-apply all of my settings?

#

My problem

hearty thunder
#

Unity Humanoids demand that you have your palm flat, and all fingers are exactly flat, horizontal and all pointing parallel to each other on the side-side axis.
You can edit the Humanoid rest pose in the Humanoid config area and it'll fix whatever's going on with stupid positioning issues.

azure terrace
#

I am just curious, is there any plans for vrc to introduce Dual Quaternion skinning method?

vivid carbon
# azure terrace I am just curious, is there any plans for vrc to introduce Dual Quaternion skinn...

Pretty sure that isn't up to VRChat at all. I can find some hacky community script, but there doesn't seem to be an official way of doing it in Unity, and unless Unity wants to implement it, and it works in the Standard render pipeline, it is very doubtful it will ever get in. This is also the very wrong channel for that. You want to be making a feature request, which is done on https://feedback.vrchat.com/ and talked about in #feature-requests

azure terrace
#

Thanks a lot, if Unity doesn't even have it I think I can forget about it.

modern heron
#

Bruh I testing out rigging in blender 3.0 But I can't select none of my bones I want to move

hasty shell
modern heron
hasty shell
modern heron
odd tapir
#

What did I do wrong here lol

hasty shell
hasty shell
odd tapir
#

Not sure what the red ones are, maybe something Lyuma emulator uses

hasty shell
#

It could be a problem with weight painting, but at this point I don't even know😅

odd tapir
#

Yeah, what kind though

#

I got the bones painted in this manner (white is 1)

#

I have auto-normalise on when painting, the transition should be pretty smooth

#

Oh ok it was actually the bone radius colliding with the leg collider

odd tapir
void canyon
#

Collider be collidin

odd tapir
#

Dress be clippin

hasty shell
ebon aurora
#

Honest question would someone help me understand how to rig an avi

#

Or would work with me to get one in

#

Or would just help me get a base model in

#

I bought something from unity asset store and im willing to pay

sleek radish
quaint cosmos
#

Any tips for feet poking through the floor? I have a plane at the origin in Blender to confirm that the feet are above the plane and all the armature transforms have been applied both in object and pose mode. In Unity, the line that shows the ground plane is below the avatars feet but still they poke through.

hasty shell
quaint cosmos
#

Yeah, it's all one unified mesh and I've done that but they still poke through a bit. Things improved a bit by rotating the feet to be more flat but it still isn't perfect.

smoky hill
#

I got a weird rigging issue where when i rotate the head it shrinks, anyone know how i can fix this?

ornate cairn
smoky hill
#

no but i got two neck bones

ornate cairn
#

dk how your rig looks

#

also it shrink in blender or vrchat

#

or both

smoky hill
#

Oh i figured it out it was a very unlikely bone but it was the problem. Its a bit messy in the head area so it was hard to find but i was check them all.

ornate cairn
#

so other bone was weighted to it after all

smoky hill
#

Yeah a hair bone I think somehow!

digital meadow
#

If I parent a new armature to a mesh will it reset all of the weight painting I have already done?

#

like I went into object mode, added some new armatures, I am going to join it to the rig I have but I am worried if I parent it to the mesh that it might fuck up my vertex groups

ornate cairn
#

better join new armature to old one

digital meadow
#

is "better join" an option?

ornate cairn
#

the join is an option

#

ctr + j

digital meadow
#

How do I make the new armatures appear in my vertex group list for a specific mesh without messing with any of the vertex weights I have established?

little forge
#

Anyone else having problems with clothings?, when i look in blender it looks fine, but in unity the skin just goes trough the clothes

little forge
#

still doesnt work, just goes right trough it, do i need to export the armature aswell? (In my case i want to have multiple outfits), or should i export the basemesh with all the outfits at once?

ornate cairn
#

check if in pose mode they move well with avi

weary falcon
#

For a furry character, how do I need to rig the mouth? Could someone send a tutorial? (just a side note, I work in Maya so if you have a Maya tutorial it'd be awesome, but I'm sure I can figure things out well enough from a blender tutorial)

junior sparrow
#

Hello it sure as been a while since ive come here but i was done making my model and ready to test it. At first i forgot to put the rigging on humanoid so my model was asserting the T-pose for dominance but uh now i did fix it and did load back the testing model and it was still in his t-pose somehow ?

modern heron
#

im using blender v3.0 and just wondering if I could rig node (objects)

crisp tendon
#

I have no idea what that means

ornate cairn
#

you can rig whatever you want

modern heron
#

so it really don't matter if it's mesh or not

ornate cairn
#

bones need to have something to focus

#

still cant quite understand what do you want to rig

modern heron
#

this

#

it from demon slayer

crisp tendon
#

That's rigged

modern heron
ornate cairn
#

it is already rigged

#

by rigify it seems

modern heron
modern heron
#

thanks again

ornate cairn
#

but not perfect

modern heron
#

fine is what I will be taking, as long I could move the arms and the shoulders then that would be okay

ornate cairn
#

you should add finger bones

#

if you plan using vr mode

modern heron
#

I'm not planning too for now, just making about to retrace and him and add a sign for my friend for before tomorrow that say happy birthday into it

#

not that very good at drawing 😅

modern heron
#

how to fix this

#

nvm fixed

#

model no move 🥲

lethal prairie
#

how does this rig look? all i have left to do is weigh the hats (currently researching whatever weighing is in terms of modelling

lethal prairie
ornate cairn
#

it needs to have all bones that humanoid rig require

lethal prairie
#

it has the hands, upper/lower legs and arms, a hip and spine, i dont see the problem

ornate cairn
#

beside fingers

lethal prairie
#

fingers arent required i dont think

ornate cairn
#

yes they arent

#

i was saying besides fingers

#

you need all

#

did you tested if builder gives you error?

#

in vrchat

lethal prairie
#

im not sure how to test it

#

im a first timer

ornate cairn
#

ok well if you gonna have the hat weightpainted then you want try uploading to vrchat and builder will tell you if rig is alright

lethal prairie
#

the hat/other accessories aren't individual models

#

they're like

#

blended with the head/chest

ornate cairn
#

you checked if in pose mode they move with head?

#

maybe they are already weighted to head bone

lethal prairie
#

ill mutilate the corpse move around the head in pose mode

#

i dont see the actual head moving with it

ornate cairn
#

so nothing moves?

lethal prairie
#

just the joint

#

not sure if theres anything special i need to do to get the model to react

ornate cairn
#

is aramature parented with automatic weights?

lethal prairie
#

no, how do i do that

ornate cairn
#

can you screenshoot the hierarchy in right panel

lethal prairie
ornate cairn
#

yeah in object mode so click on avatar than shift click on armature and ctr+p with automatic weights

lethal prairie
#

im gonna delete the light since it automatically selects that too

#

added automatic weights

#

trying now

#

what should i expect when i move a joint

#

@ornate cairn

ornate cairn
#

in pose mode it should move the body parts

lethal prairie
#

still nothing happening

#

not sure what to do next @ornate cairn

ornate cairn
#

how your hierarchy looks now

lethal prairie
#

does naming matter at all

void canyon
#

is the object selected the "Armature.001" for you?

lethal prairie
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let me check

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cant find the modifier tab anymore

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oh wait

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@void canyon do i need to throw an armature modifier to the model?

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i mean

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its there

void canyon
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Screenshot

lethal prairie
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i think i see the problem

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it only accounts for one bone

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how do i get it to account for all of the bones

void canyon
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Go and select your armature.001

lethal prairie
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yeah

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now what

void canyon
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Well, try moving lol

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If you have the armature selected and the vertex weights for each bone then it should move

lethal prairie
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should i mention the whole avatar is one model (in unity its chopped up into separate models as it should be

void canyon
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If the hierarchy is right and the weights are painted then one or a dozen models shouldn't make a difference in it moving

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So, did it work?

lethal prairie
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no

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(im multitasking new pfps and a bunch of other stuff rn

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i have no idea why

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im not sure if i should be using the transform tools or not

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@void canyon no dice with the avatar's bones moving

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should i try rigging it and testing it in unity

void canyon
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What, the bones arent moving or the mesh?

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Are you going into pose mode then trying to bend the joints around?

lethal prairie
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the mesh isnt moving

lethal prairie
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this is what happens

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ill see how unity reacts later

ornate cairn
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if it isnt working in blender it wont in unity

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you gonna need if weightpaints were applied

lethal prairie
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i have no idea what im doing wrong

void canyon
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check each vertex group, does the name match to the right bone? when you select it, does it show the right area being painted?

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you had the wrong armature selected, so it might not have generated the weights whrn you did it

lethal prairie
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i have never rigged in my life and i haven't used blender for years, the instuctions you're giving me are too complicated for me to understand

lethal prairie
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i selected the pose

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bruh

void canyon
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google, "how to check vertex groups in blender", "how to open weight painting mode"

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im on my phone

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cant really screenshot you the stuff

lethal prairie
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man

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tried weighing the armature and this appeared

void canyon
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🤔

lethal prairie
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do the bones need to be named at al

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all

void canyon
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wdym

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you can name em asdf if you want

lethal prairie
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like

void canyon
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blender doesnt let them be empty i think

lethal prairie
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oh

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so naming is optional

void canyon
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yeah

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you can name your hips "roberto"if you want lol

lethal prairie
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lmao

lethal prairie
void canyon
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make a bacjup then try this:

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select your mesh, go into edit mode

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press A to select everything, press M to merge

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leave the merge option on 0.0001 or whatever the lowest is

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then do the weight stuff again

lethal prairie
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when i merge the model it just turns into bones

void canyon
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sometimes the faces are entirely separated ans blender doesnt know what to do

lethal prairie
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a fine halloween decoration

void canyon
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what distance did you select? i have no idea how you could have done that lol

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isthe mesh still there?

lethal prairie
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it became a tiny cube

void canyon
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it became a minecraft avatar

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lmao, sorry 😆

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i uh

lethal prairie
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lmfao

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now what

void canyon
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again, what distancedid you select?

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a box in the lower left shows up when you press M

lethal prairie
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i dont see any box

void canyon
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if you go too big then it'll origami your avatar

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well, ctrl z then do it again

lethal prairie
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how do i know if its too big or small

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(thats what she said

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but anyways

void canyon
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I said up there

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Go down to the minimum, like 0.0001 lol

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Or something

lethal prairie
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i dont see any box to change the size

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@void canyon

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now i see it

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how do i confirm it

void canyon
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it applies in real time

lethal prairie
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now instead of merging it wants me to change the bone layers??? 🤨

lethal prairie
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it wont let me merge

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it just shows me this

void canyon
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are you in edit mode for the > mesh<?

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with all vetices selected

lethal prairie
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yes

void canyon
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thats armature edit mode :3

lethal prairie
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how do i exit it then

void canyon
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click your mesh

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then go into edit mode

lethal prairie
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it still shows the bone layers

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FINALLY got it to merge

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aaaaand nothing happened

void canyon
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ideally it should look the same

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try the auto weights?

lethal prairie
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its already auto weighed

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i am losing my sanity over this

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ong

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i dont understand why this isnt working

ornate cairn
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i know why

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i think

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but i cant think of how to explain it easly to you

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can you just dm me blender file

lethal prairie
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sure

fading verge
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how do people do like fake puppet arms without the stretching

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not really sure if that's good wording

fading verge
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ok that was bad qwording

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i dont mean like chungus menu puppet arms or whgatever like i mean like those spider halloween costumes with the strings and shit between the arms and stuff if that makes more sense

low fjord
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I have Dynamic Bone installed, how do I add it to my hair in this configuration

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every stroke of hair made in VRoid is its own object, but when I apply Dynamic Bone to all of them, first of all idek where to set the Root

hasty shell
visual plover
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Absolutely losing my mind, can't get rid of this full body tracking hip issue. The thighs and hip are both perfectly aligned at this point, the heads and tails of both have the same exact Y coordinates.
I've moved things around a ton, rotated bones, and no matter what I can't get rid of this back breakage... what am I missing??

Fullbody works fine on other avatars I have, so it's not my tracking. There are some extra bones visible in front view that are children of the hip bone (using them for better deformation); deleting them didn't change anything.

My last rigup had arguably worse alignment and doesn't have this issue, I'm genuinely at a loss here.

sleek isle
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Oh my

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Usually. The legs should be straight from the from view. The chest seen to be starting relatively high compare of what am use to see. Be sure to have the hip assign in the humanoid. Sometime when having more bone then just legs parent to the hip the armature get assign instead.

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Reset bone roll in edit mode. Who knows

visual plover
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All the bones look correctly assigned in unity... I can try resetting the roll. I'll have to edit the mesh before trying aligning the shins as well but I wouldn't think that would be causing this specific issue... same for the chest being high
Worth a shot anyways ig

vivid carbon
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The VRChat SDK Control panel should have given a warning about the bones for the hip and legs not being correct for FBT. You can also check the pinned messages in this channel to figure out how they should be laid out

hearty thunder
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Also for the sake of sanity I'd suggest straightening the legs. Not that you can't, but the fewer things that are off from the get-go, the fewer headaches you're going to have in the long run.

visual plover
visual plover
fading verge
cursive apex
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Lots of issues can arise with legs not being straight. send it to pose mode and straighten them out completely then apply the pose. Make sure the child bones on the hips are alphabetically last so that the leg/thigh/chest bones are the "first" children. @visual plover

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dont forget to ctrl+A and apply transforms as well just in case

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the knee bend is fine btw

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just the x-axis needs to be straightened

unreal granite
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sorry. was this the place where people offer commissions? i need someone to do some visemes on a model for me?

sleek isle
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Well if you need the face to be rig instead of blendshape, it's not the right place.