#avatar-rigging

1 messages Β· Page 200 of 1

fading verge
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i think nboody responded because it made no sense but whatever

void canyon
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πŸ‘€

proper nexus
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I can help, if you're still needing help

slow pivot
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I was testing this port of a WoW character I imported and Unity thinks this is a good "T-Pose"

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What gives?

hasty shell
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With more bones I suppose? Tbh I have trouble understanding too heh... Maybe post a pic of what you need?

hasty shell
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On the whole model, including armature

ornate saddle
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Hello everyone, I need help with something.
I just got my FBT today and am pretty new to all the stuff. I wanted to use my main avatar on it, but ran into some problems. After calibrating, the right leg moved under the left leg and the hip would bend over really weirdly. I don't have a screenshot rn, I hope this works too xD
If anyone here knows how to do avatar stuff for fbt, pls help ;-;

slow pivot
crisp tendon
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When importing the fbx, there's a checkbox for "Automatic Orientation" in the armature section

hasty shell
hasty shell
hasty shell
# hasty shell A screenshot would be appreciated for the leg problem, it might be your tracking...

[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...

β–Ά Play video
crisp tendon
rose mountain
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Questions. Does the elbows and knee tracking update effect IK or rigging in anyway? Does this mean that @fringe citrus 's old tutorial is outdated and a new vid is coming soon? Nice to have knee's and elbows, but what about upper body tracking the chest? Sorry my mind is burning with sooo many questions.

crisp tendon
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There's no IK if you're tracking those points, it doesn't affect rigging

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We're currently not tracking the chest

slow pivot
rose mountain
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thx

crisp tendon
slow pivot
crisp tendon
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That's because you imported the model

slow pivot
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?

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I already re-imported it

crisp tendon
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When you select fbx in the Import section, it opens a window, that's where the armature settings are

slow pivot
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Oooh

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Automatic bone orientation right?

crisp tendon
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Yes

slow pivot
crisp tendon
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Seems better yeah, the model rotation itself you can fix like Endou described earlier

slow pivot
crisp tendon
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Yep

slow pivot
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Okay here's another problem I saw with Unity porting: I rearranged the eyes to look like this (using CATS "apply as reset pose") and it seems fine and dandy. But when I set the eye look in Unity...

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...The eyes end up looking like this.

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What gives?

fading verge
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i don't see the issue lol

slow pivot
slow pivot
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Any ideas?

fading verge
hallow kite
fading verge
fading verge
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uhhh

wraith light
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CATS won't help with this problem. The hair looks like it's weightpainted to the chest or spine bone. Clear the weightpainting off the correlating Vertex Group and apply it to the head Vertex Group.

crude dust
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So @/HisashiASM was helping me rig my 3d Vtuber model (which was very nice of them to do it) and for some reason the model did this when you moved the head lmao don't worry they got it fixed yet it's still halliarious and I wanna share it for peeps to laugh πŸ˜‚

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Might be the last time I make my own model (at least with vroid) tho cause apparently this was a mess to fix

ornate cairn
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you probably didn't applied weight's on hair in vroid

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easy fix in blender

crude dust
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Ah probably

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Thanks for pointing that out I'll keep that noted

turbid ocean
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can anyone give me a hand with arm snapping?

haughty flame
turbid ocean
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Nope

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Just moving my hand

sand patrol
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Why is my rig facing backwards?

ornate cairn
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you didin't applied transforms

sand patrol
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This it supposed to look like

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How to apply transforms?

ornate cairn
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did you tested if the rig is causing problems?

sand patrol
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front in rig mode

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front in scene mode

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I tried to fix this for hours

ornate cairn
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are you sure it's backwards?

sand patrol
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yes

ornate cairn
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show the side view of rig

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you know you can right click and rotate right?

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also go to blender and ctr+a and apply everything before exporting

sleek isle
hearty thunder
# turbid ocean

You have one of two options:

  • Make the arms longer so it's impossible for them to ever be in a position they would be over-extended.
  • Re-proportion the head and arms (and likely rest of the body) such that it matches your IRL body exactly.
    Both options aren't ideal, but the 1st is the most practical.
turbid ocean
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Thanks for the feedback

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Just to be clear, i'm using maya, not blender

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If i just stretch the bones and reset it to the default pose, should that to the trick?

sleek isle
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Use blender for VRC sometime dit then

cerulean estuary
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help me

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why does this happen when I hit fix model?

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the bones get flipped upside down

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the bones look like this before i hit fix model

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I don't think these type of bones are compatible

rigid osprey
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I need help

analog totem
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hey does anyone know how to fix this weight issue i have been messing with the weights and everything i do does not fix it

crisp tendon
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What does the weight paint for the arm and should bones look like ?

analog totem
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i dont know

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i can show you the weights on it

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i dont know why the shoulder weights are like this

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this issue is on both arms by the way

crisp tendon
analog totem
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no

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none of the other bones have weights on them

hasty shell
void canyon
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looks like some kind of bug hanging onto the tip of an untextured finger

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you gotta be creative

fading verge
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Hello, I am a new user in vrchat. I need help. I want to create my first avatar. The case when I gave build & publish for windows, it tells me that I cannot, the truth is, I would like to create this avatar. If you would do me the favor of letting me create my new avatar.

plain prairie
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Before I spend time and/or money on this, is it possible to change the skin of a model to blink or follow your eye line?

paper axle
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anyone know why the fingers in my model are cripple?

orchid halo
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I got some wrist problems. Turning my hand to face me makes the thumb too far from the arm, as if the point of rotation is off-center. Tried moving the hand bone in blender, no luck. Any suggestions?

analog dune
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Hey everyone, so I haven't played in a while because I couldn't find an avatar that I thought suited me, until now! I found and bought an avatar and was excited to upload it to vrchat. Unfortunately, I found out that I don't have a high enough "ranking" to upload it. Does anyone know how the ranking works?

tough forgeBOT
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You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.

As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.

Source: https://docs.vrchat.com/docs/frequently-asked-questions

crisp tendon
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?upload

lofty wraith
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How do I make my arms "longer"

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I saw something about bending the upper arm but don't know how to do it correctly

digital wren
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Awhile back I adjusted the length of my model's arms by editing the skeleton and mesh separately to the new desired length

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a bit tricky but it works

lofty wraith
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I'll just increase bone distance

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and inset viewpoint

jade jay
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hihi, uhm i've been making an avi from a base i bought and i think im having issues with rigging and was wondering if anyone could help me by any chance? am new to all this stuff and have learnt a lot by going in blind but i have hit a block

ornate cairn
jade jay
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oh uhhh basically i upload it, and when i load in and switch to the avi it's like mush and just goes crazy

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i'll get a screen shot lol

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it's pretty funny

ornate cairn
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did you check if in rig tab and configure every bone is in right place?

jade jay
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in unity or blender?

ornate cairn
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unity

jade jay
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idk where that would be

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so nah

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imma load it back up

ornate cairn
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click on avi in assets and go to rig tab in inspector

jade jay
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alrighty

ornate cairn
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it isn't even humanoid kek

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set is as humanoid

jade jay
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oki

ornate cairn
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not generic

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after that check if everything is assigned in right place on humanoid rig

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by clicking on configure button that should appear

jade jay
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looks not too bad

ornate cairn
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assign chest bone

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and ur done

jade jay
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ok sweet!

ornate cairn
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also check if jaw bone wasn't assigned

jade jay
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i dont have to redo anything right that should be a fix? :3

ornate cairn
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if some bone was assigned to jaw remove it

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ofc if you have jaw bone than it stays

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after all that click apply and done

jade jay
ornate cairn
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ok ur good

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than apply and done

jade jay
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thank you so much

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i really appreciate it

ornate cairn
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remmeber to do that to every avi u make

jade jay
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i def will

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now i just need to do animations

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and stuff just gotta test this

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shit it's still doing it lmao

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gonna double check stuff

ornate cairn
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it shouldn't do that anymore hmm

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maybe the avi on scene is still generic rig

jade jay
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tru tru

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just gotta redo it all

ornate cairn
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test it without custom controllers first when you gonna upload the humanoid rig

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you can also test it with animations

jade jay
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wdym by custom controllers?

ornate cairn
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check if in animator you have choosen the rig

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if it's empty

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select your rig

jade jay
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got it!

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just did that

ornate cairn
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now you should be good

jade jay
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alrighty

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lemme give it a shot

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vrchat also being very weird, i upload it and name it test 7 but in my avi's it shows the last one test 6

ornate cairn
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re launch game

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if it doesn't appear

jade jay
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ye it's very odd

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i even deleted 6

jade jay
ornate cairn
jade jay
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im trying one last time with dif name

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all of them still freak out

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just gonna see if this last one does

ornate cairn
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so the test 7 which you added rig still isn't there?

jade jay
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i mean from what i did it shoulddd but still goes bananas

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would dynamic bones mess anything up?

ornate cairn
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you can test them in play mode in unity and with moving avatar

jade jay
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yeah freaks out

ornate cairn
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so yeah remove dynamic bones maybe they are not properly set

jade jay
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yeah

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i slapped in the base again from the assets and that one was alright

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might just redo it cause it would be faster than taking off al the bones i put on it o.o

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yikes?

ornate cairn
jade jay
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kk

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what could i do to avoid that?

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or what would've been the problem?

ornate cairn
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you probably set wrong root for them

jade jay
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i getchaaa

ornate cairn
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but still your avatar would probably T-pose without the humanoid rig and set rig in animator

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so remember about it

jade jay
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i will

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all back to normal

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just no dynamic bones

ornate cairn
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remember to test em in unity since it's easy

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you can either drag your avatar in play mode or make animation for testing it

jade jay
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just gotta seup a better camera

jade jay
ornate cairn
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don't rush

jade jay
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just wanting that to be last thing cause seems the hardest

ornate cairn
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animations hardest? no bcs you have many programs for them

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most common you make them in blender and unity

jade jay
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tru

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ive just never tried yet

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so seems the most difficult

ornate cairn
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i make animations 100% in blender, unity is still not best for that

jade jay
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i've never even touched blender

ornate cairn
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animating in blender is easiest thing imo

jade jay
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i see i see

ornate cairn
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you always have free website like mixamo it has some animations worth getting

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for beginners it's no brainer

jade jay
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which ones would you say are worth it?

ornate cairn
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i haven't used it for long time but you can always search there

jade jay
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alrighty i put in an animation and everything is good

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i play it and nothing breaks

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now i just have dynamic bones questions

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like where to root certain things too

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cause you said that mightve been the problem

ornate cairn
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hmm how to explain it.. when you select root bone for dynamic bones all children bones will be affected by dynamic bones

jade jay
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i think i catch what ur throwin down

ornate cairn
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you just apply them where you want them like on first tail bone

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so other tail bones will have dynamic bones too

jade jay
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kinda like a chain?

ornate cairn
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and parent like hips won't be affected cs it's parent not children

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yeah

jade jay
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ohhh ok ok

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see for all my tail bones i had it all to hips

ornate cairn
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if your hips have chest as chinlren that would explain

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the madness it was going through

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hips usually are main bone like the highest in hierarchy

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it's either spine of hips

jade jay
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it does!

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everything is under hips

ornate cairn
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yeah

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so you see now why it was like that

jade jay
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yuppers :)

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so move spine out and make it a parent like hips?

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like so?

ornate cairn
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no your parenting is fine

jade jay
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o

ornate cairn
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just put dyanmic bones on something you want be affected

jade jay
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ohh oki oki

ornate cairn
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like first bone in hierarchy of tail

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or ears

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like tail.001

jade jay
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yeah

ornate cairn
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it usually is named like that

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so you put it in root

jade jay
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with the hips?

ornate cairn
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hmm wait i will show you on some random furry avatar i have

jade jay
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alrighty

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if it makes it easier we can call

ornate cairn
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nah it;s not worth a call

jade jay
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kk

ornate cairn
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wait cs unity freezed lmao

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love when that happens

jade jay
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lmao yeahh

ornate cairn
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like this

jade jay
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so tail.001 is root to tail.001

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or am i dumb

ornate cairn
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yeah if there isn't like just tail bone

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i don't have bone that is named just tail so tail.001 is first one

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if you put it like that than only tail bones gonna be affected

jade jay
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gotchaaa

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i'll give it a shot rn

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hmm in the animation they aren't moving

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is it like that or did i mess up?

ornate cairn
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when you move your avi without animation it moves?

jade jay
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omg lol

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it does

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thank you

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am so dumb

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lmaoo

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i think i got it now :)

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thank you so so much

real heath
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can anyone help me with importing my vrchat avatar to beatsaber?? i am almost done but when i add the avatar descriptor the sabers dont show up.

i follow this tutorial: https://www.youtube.com/watch?v=OqOLlPPb1vk

Contents

0:00 - Start
0:17 - Installing Beat Saber Mods
1:15 - Download Unity Package
3:19 - Open Project in Unity
4:32 - Copy Beat Saber DLLs
5:58 - Import the Avatar
7:40 - Initial Configuration and Setup
8:41 - Dynamic Bones
13:07 - Shaders
15:39 - Add Required Gameobjects
18:04 - Add Beat Saber Components
20:24 - Adjust Hands to Match Saber...

β–Ά Play video
tender crystal
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Why in the world is only my right arm missing when I import into unity?! >:{

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It's actually missing

tender crystal
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It's okay, I am good at inexplicably breaking technology. Today's a wash but I'll start over in the AM. ;^^

tight cobalt
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why do these vertices get left behind even though they are painted red?

digital meadow
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My model is jank as hell in game. I think this is mostly a weight painting issue but I am not making much progress on my own. Any advice?

tight cobalt
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It works thanks absolute lifesaver tyyy

untold tartan
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do anyone ever does make VRchat model back to mmd model ?

signal tapir
lethal chasm
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and a mmd model

untold tartan
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never mind i did it

rose wagon
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That's part of my specialty

untold tartan
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no

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i do unity for 2 god damm year

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i also take commison

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boi

rose wagon
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Ok then figure out out yourself lol

untold tartan
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already donee

rose wagon
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Nice

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If you want it actually set up for mmd though I do that too

dull pond
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so im trying to make this into an avatar but it says its missing shoulders

ornate cairn
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shoulders are not assigned they are on upper arms

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change that and assign upper arm bones properly

dull pond
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so like that?

ornate cairn
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you need something on upper arms

dull pond
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i don't have a bone for that

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thats all it says now...

ornate cairn
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could be you are missing shoulder

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and named upper arm shoulder

dull pond
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the S is my spine

ornate cairn
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yeah ur missing shoulders

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these are upper arms

dull pond
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can i add them in unity?

ornate cairn
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unity isn't for rigging

dull pond
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aaaaaw am i gonna have to put it back into blender

ornate cairn
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yeah

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you can add shoulder bones and don't weight paint them

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so you could just have bones to assign empty space

dull pond
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?

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I have already done waaay to much for my capabilities... can you put shoulders in and stuff for me?
ill credit you if i publish the avatar but for now im thinking of having it private

ornate cairn
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well if i'm gonna have time k dm me blender file it will take 2 minutes for me

formal bolt
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my avatar's hands are acting strange, in blender they look like this
but in unity, in the default "tpose" state, they look like this (images in order)

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if i try to reset or sample bind-pose it does make the hands look normal again, but it says its not in tpose

lofty wraith
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I have an avatar that I want to play a blendshape on gesture and it wont work, do I need ALL finger bones?
If not which ones would I need and how many?

sage patio
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there shouldn't be bones going from the wrist bone to the fingers

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they should be parented to the wrist, but separated

formal bolt
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thank you so much oh my god

keen ridge
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can somebody give me hint, how to make spider with 8 legs rig, from unity? i got spider, but it not supposed to be set animation type to Humanoid, as i understand...

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it already got animated movements for legs and so on... but how to explain that rig for vrchat? maybe there somebody specific need to do?

formal bolt
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@sage patio like this correct?

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also @keen ridge you may have to animate the legs on your own, or perhaps make the rig such as there is two prioritized legs, the "main legs" if you will and maybe just keep the rest of the legs limp or something

keen ridge
formal bolt
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unless you can find a way to use some other one

keen ridge
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well, im trying to apply humanoid animation type, but receiving error:
File 'Spider' has an invalid Avatar Rig Configuration. Missing or invalid transform: Required human bone 'LeftUpperLeg' not found

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how to to assign leftupperleg, if cant get to configuration of humanoid parts, if apply giving me error above?

noble juniper
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could someone help me with the rig?

noble juniper
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It's shows it's okay here but not in vrchat SDK

sage patio
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it's saying the hierarchy is incorrect

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not that the bones are missing

noble juniper
sage patio
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sure

noble juniper
sage patio
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I don't sorry, but I have Paypal if that works for you

noble juniper
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I don't have paypal

sage patio
noble juniper
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ohhh

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I never used paypal because it never work for me

sage patio
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ahh I see

noble juniper
sage patio
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everything can be fixed

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it's just a matter of how long it takes

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and what needs to be done to fix it

noble juniper
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okay

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and its a mmd model

sage patio
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did you make sure you're allowed to use it first?

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you can't use models from TDA

noble juniper
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ohhh

sage patio
noble juniper
hardy dagger
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ayo I need help rigging a pathfinder

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if someone could help me it would save hours of worl

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work

sour timber
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Not sure if this is the right place to ask: I'm looking for a rigger for my model in VRChat - as in rig, weight paint, expressions, hand control. PAID - DM for more info if interested.

void canyon
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is there any way to make the toes work with FBT?

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i.e. not move the entire foot when i stand on tippy toes irl w/ foot trackers

plush badge
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not 2 problems i fixed the second one, but what do I do about the whole body moving? Its much more noticeable that most other models, i even restarted from scratch and it got worse

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And to put a cherry on top the original one that wasnt that bad got corrupted or something and everytime I use it my game crashes lol

void canyon
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i'll take a guess

plush badge
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I dont have the body moving problem when im just using PC. VR turns into that

void canyon
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is your descriptor way inside the head?

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where is it

plush badge
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one sec

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would you mean the view position?

void canyon
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yeah

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the camera ball

plush badge
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I cant physically move it or view it, or can I? I just see XYZ

void canyon
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you move it via xyz

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where is it relative to the eyes?

plush badge
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it mightve been a little in the head

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im gonna test it out

void canyon
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my body doesnt do the movement thing

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but it might not be the issue, im just taking a guess

plush badge
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yea, its actually reduced it alot, to the point where i dont think it moves any more than any other avatar with just headset only

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thanks

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that was killing me for a month

dull pond
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So I know that games have rigging already but i don't know how to edit the rig because it is missing a shoulder joint

void canyon
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Blender

dull pond
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welll noooo

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like... idk how to veiw the rig

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and edit the rig

void canyon
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Not sure how you got this

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But it has no rig at all

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Its just a model

dull pond
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it does...

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I swear to god it does...

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because my homer that i had already had rigging

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let me try see it in unity

void canyon
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Β―_(ツ)_/Β―

dull pond
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Is there a way to import a rig from a different model?

crisp tendon
tender ledge
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Does anyone know by chance if VRChat reports the scale value of avatars in any script accessible way? I'd like to be able to have an avatar chair fetch the current scale of the avatar-that-uses-it's body into a variable so I can set scale to, say, currentscale*=0.1 for shrinking an avatar reliably, as just setting an avatar's body scale to 0.1 has no effect if the avatar is already scaled to 0.1, or grows them if they're scaled below 0.1, etc.

neon shard
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I've run into an issue I don't know how to solve. I have an unusual rig with an IK constrained head (think target constrained but not part of the base humanoid)

It is working beautifully, but I can't find a way to shrink the head on the player layer. I can try to detect the VR view in shader, but I was hoping there was a way to grab the player layer head scale with a constraint somehow? I need to de-obstruct my view in VR without borking myself in the mirror.

sage patio
neon shard
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I'll try it thanks!

tight cobalt
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why is this happening? every thing is mapped correctly in the avatar configuration.

ornate cairn
tight cobalt
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Did that nothing works. i just used a different avatar

crisp tendon
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Interesting technique lmao

ornate cairn
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Avatar not working? just make new one

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lol so ez

tight cobalt
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im making a meme avatar, which only the parts that need to be turned on have to work. so yes, why not!

proven granite
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hey uh like im having some issues with weight painting

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can someone fix my weghts? for me?

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like the vest is clipping through my torso

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@weak loom

orchid halo
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Hey the wrists on my avatar are messed up. The rotation makes the thumb too far from the arm. Any idea how to fix?

tender ledge
#

The bones in the hierarchy must exactly match the rigging or you'll get those errors.

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If you want to rename/move bones, need to do it in blender before you bring it into unity. (or maybe in the prefab itself before using it? not certain)

tight cobalt
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I didnt move nor rename any bones im pretty sure but its not important anymore as i started using a different rig

neon shard
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My hip sticks to my foot on one avatar, and has zero hip tracking. all other avatars work. Is this a new bug or have I done something wrong?

woeful walrus
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is this a problem with rigging?

ornate cairn
late helm
#

Is it possible to use "Pose Mode" and "Shape Keys" to apply movements to the avatar? for example the eyes. I can only apply it if I'm in mesh edit mode, but is it possible to do this using skeleton?

gleaming orbit
#

What's the best way to add a bone in blender, then update prefabs with the new fbx in unity?

#

As of now, adding a bone completely destroys my prefabs

woeful walrus
#

just from uploading it striaght to unity

trim totem
#

Is there a simple way to join two meshes and keep their weight paint data?

#

I did ctrl j but one of the armatures ends up moving and one loses weight data.

sage patio
#

@trim totem "weight paint data" you mean Vertex groups? if you're trying to get something from one armature joined to another, then the process depends on if the vertex groups/bones of both armatures have matching names

trim totem
sage patio
#

I covered this earlier

trim totem
# sage patio I covered this earlier

Alright ah ok I did all the steps you mentioned originally though I didn't do the modifier. Is the modifier what fixes the missing weight data?

sage patio
#

if you want a mesh to move with an armature at all, it needs an Armature modifier pointing to the correct armature

trim totem
sage patio
#

you specify it in the Object field

trim totem
reef coral
#

does anyone have tips for combining two armatures? basically i wanna combine two models into one, using one's body and the other one's head

#

the second model has 3 separate meshes for the neck(originally entire body), head and hair

#

so far i only parented the bones, but i wanna clean up the entire thing to look decent in blender

#

armature 003 is the body, armature 004 is the head

rose wagon
#

i dont remember how i fixed it

tight cobalt
#

Oh okay

ember sentinel
#

so my avatar is humanoid and rigged and everything but when i try to publish it it says this which is probably why the avatar doesnt appear.... so if u have any questions please ask but yeah how can i fix this?

#

is this perhaps a blender issue?

rose wagon
#

if you did set it humanoid, and are certain you have the bones, it is a bug thats been happening lately and idfk why

fading verge
#

that rig config menu after you press that Configure button

#

yknow all this

reef coral
#

for some reason the blenshapes won't pop up in the window

#

is it because of separate meshes/armatures?

#

if yes then is it possible to generate the visemes and eye tracking without merging anything

ornate cairn
reef coral
#

i don't wanna merge them again because it will ruin the UVs

ornate cairn
#

check if you don't have unapplied some modifier

reef coral
ornate cairn
#

no armature can be unapplied

reef coral
#

sorry idk what the modifiers are for

ornate cairn
#

but re-open blender to be sure cats plugin doesn't have a seizure

reef coral
#

i can try

ornate cairn
#

happens sometimes

reef coral
#

nope, still the same

ornate cairn
reef coral
#

oh i'm a moron

#

i didn't notice

ornate cairn
#

i didn't for first time too

#

lol

reef coral
#

thank u

ornate cairn
#

well yeah you need have armatures joined.

#

so one armature is for all meshes

reef coral
#

do i just have to seperate each bone from the second armature and reparent it to the first armature

#

because i do wanna keep all the meshes separated but it would be great to have just one armature for everything

#

i've been trying to do it the whole day yesterday emoji

ornate cairn
#

it is possible hmm you have 2 armatures now?

reef coral
#

yeah

#

that and the rest is hair bones

#

the first armature is for the entire body

#

i'm basically just merging 2 different models into one

#

it's painful lmao

ornate cairn
#

hmm

reef coral
#

basically uhh

ornate cairn
#

i worked with 2 armatures so long ago heh.

reef coral
#

in my other collection i already merged armatures

#

except the hair

#

but i also merged meshes in it

#

and it was a giant failure overall because of that

reef coral
#

@ornate cairn oki i merged armatures!

#

so now uhh about the meshes

#

i gotta move them out of that old "armature"

ornate cairn
#

you mean unparent?

reef coral
#

ye

ornate cairn
#

which one you want unparent?

#

these 3 from armature?

reef coral
#

i deleted this thing

#

and yes these 3

#

now my stuff looks like this

#

i want them to be under the armature.007

ornate cairn
#

click ctr and armature.007 with these 3 selected and parent

reef coral
#

object?

#

oh ye

#

it worked

#

dope thank

#

for some reason i can't set up the eye tracking corrently now

ornate cairn
#

hmm does the bones work?

#

they move eyes? if you have eye tracking with bones

reef coral
#

the eye bones generate way under the actual eyes and when i test them they don't work

#

the bones move, but the actual eyes don't

ornate cairn
#

might be that in process of joining armatures they lost their weights.

reef coral
#

oh right i need to see something

#

the weights are there so idk

#

i (sometimes) get this error when i generate eye tracking

ornate cairn
#

check if mesh have right armature selected in modfier

#

in object

reef coral
#

ye

ornate cairn
#

i here

reef coral
#

ah

ornate cairn
#

in object select the armature you use now

reef coral
#

yep i did it

#

okay so the eyes do work now!

ornate cairn
#

nice

reef coral
#

but uhh

#

can i move the bones up to the eye level?

ornate cairn
#

yeah

#

in edit mode

reef coral
#

ye just asking

#

cus the eyes go out of the head

#

aight it's fixed now :D

#

thanks again

ornate cairn
#

np

#

good to see it works

reef coral
#

what's that last issue

#

"eyes not named 'body' "

ornate cairn
#

maybe it means mesh with eyes isn't named body.

#

other things are easy to fix.

#

well you need join meshes anyway sadge

reef coral
#

aw hell naw

#

i ain't doing that

#

i just wanna export it as it is rn

#

is the mesh thing the one that's not letting me export

ornate cairn
#

so it happens when you click export with cats?

reef coral
#

yeah

#

besides all the traceback errors

ornate cairn
#

you can export with blender

#

not using cats

reef coral
#

that might cause some issues

ornate cairn
#

yeah.

reef coral
#

i'd rather not

#

but

ornate cairn
#

but

#

you should make atlas

reef coral
#

atlas?

ornate cairn
#

42 materials

#

no way vrchat lets you upload

#

go to optimization in cats and atlas

#

but before that

#

save

reef coral
#

bro the UVs ain't gonna fix themselves

ornate cairn
#

your uvs aren't right?

reef coral
#

what

#

if i merge materials that can mess stuff up

ornate cairn
#

nah atlas is usually not messing anything

#

it makes one big uv for everything

#

with all textures in one

reef coral
ornate cairn
#

add it like you added cats

reef coral
#

okay uhh

#

i don't wanna merge anything from the head

#

only the body if anything

#

(for my own good)

ornate cairn
#

you can unmark texture you don't want atlas

reef coral
ornate cairn
#

never seen that lol

#

guess try running blender as administrator

reef coral
#

idk how that would help i just installed that pillow thing and now it works

ornate cairn
#

now you can click on mesh

#

and it will show you it's materials

reef coral
#

it doesn't do anything

ornate cairn
#

when you click on mesh and generate material list it should show it than

reef coral
#

oh

#

god it just generates the mats for ALL the collections

ornate cairn
#

you have 42 materials

#

it's unreal

#

so yeah

reef coral
#

no i mean

#

i have a lot of different collections for the same avatar

#

just at a different editing step

#

okay uhh

#

how do i merge selected materials

ornate cairn
#

click save atlas to

reef coral
#

what's the minimum amount i can merge together?

#

i just merged a lot of separate mats for black outlines of the model and that worked

ornate cairn
#

how many you are on now

reef coral
#

but uhh whenever i try to merge stuff like this it doesn't work

#

uhh let me see

#

27

ornate cairn
#

well ok 32 is maximum so ok.,

reef coral
#

alright

ornate cairn
#

don't expect it to work on quest i assume?

reef coral
#

nah

#

if anything i have a thing that can make it quest compatible

#

but it's not my intention for now

ornate cairn
#

you probably have optimizer for unity

reef coral
#

ye

ornate cairn
#

i know which

reef coral
#

polytool

#

i haven't used it yet

#

anyways

#

i gotta figure something out

#

i'm still confused over that eyes not named body thing

#

my blender is not happy lmao

sage patio
#

blender 2.8?

#

that's a bit outdated

#

should use latest LTS release

#

2.93.7

reef coral
#

is it compatible with cats?

sage patio
#

yes

reef coral
#

i can check it out afterwards

#

but i do wanna export this model first lmao

#

ok yeah i can't export it purely because of the meshes

#

i literally can't join them because it will ruin the uvs so idk what to do

sage patio
#

joining meshes does not ruin UVs

#

unless the UV maps have different names

reef coral
#

the thing is that they do, one mesh is a model i downloaded and the other 3 are from the vroid model i made

#

i basically got finished combining em

#

i wanted to leave the meshes as they are but cats won't let me export

#

oh wait

#

damn nvm it just works now

#

when i merged meshes yesterday and exported it just messed up the uvs and now it works normally????

#

i'm dead lmao πŸ’€

ornate cairn
#

well you shouldn't have problems.

#

so idk about yesterday

reef coral
#

well maybe it's because everything is one armature now

#

i honestly don't know i'm just gonna see how everything works out in unity now, gotta retexture some stuff

#

some weight painting is prolly messed up as well

#

eh okay so there is an issue with the materials for the entire body being the same material

#

the head face and hair is all fine

ornate cairn
#

atlas

reef coral
#

how do i prevent that from happening

ornate cairn
#

well in your place i would make everything one material.

reef coral
#

it already is-

ornate cairn
#

you don't want it ?

#

you need make compromise bcs you need max 32 materials

reef coral
#

i want it to be separate

#

before i combined meshes everything was fine

ornate cairn
#

you saved before atlasing?

reef coral
#

yes yes it's okay

ornate cairn
#

hmmm try

#

combing materials you would want to be one

#

to gett to 32

reef coral
#

i already did dat

ornate cairn
#

ok

reef coral
ornate cairn
#

here you combined all materials on body mesh only probably

reef coral
#

naw i combined the outlines of the avatar

#

everything else would be fine

#

okay hold on

#

here's the mesh that i combined into one

ornate cairn
#

yeah that

#

that's why you reduced it from 42 to 27

reef coral
#

it has everything but when i put a material on it in unity it's all connected

ornate cairn
#

does it have atlas texture on material?

reef coral
#

nope

ornate cairn
#

you got the atlas image it created?

reef coral
#

i created only 1

ornate cairn
#

yeah i know

reef coral
#

let me see

ornate cairn
#

it seems like it has wrong image on material

reef coral
#

wait

#

wait i think i know the issue

sage patio
#

I would use CATS’s Bake rather than atlas

#

does a much better job

ornate cairn
#

well sheep could try it.

reef coral
#

how do i say it

#

there's a layer of a merged material on top of the actual material

#

lmao ok it's all there

ornate cairn
#

your head is from mmd?

reef coral
#

no

#

vroid

ornate cairn
#

ah ok that's why it's bright

reef coral
#

no i just already put my materials on it

ornate cairn
#

ok

ember sentinel
ornate cairn
#

and check if added one still has it, hide old one

gleaming falcon
#

Anybody know why Unity is pulling the legs together when animations are applied? I never experienced this before

ember sentinel
fading verge
#

Delete all of the character model files you have in the Project tab except the most recent one

#

Or the one that corresponds with the character that's currently in scene that you want to keep

ornate cairn
#

you checked it's preview?

gleaming falcon
#

No, I found it out. It's the default settings in the Muscles and Settings

#

Tweaking the legs

ember sentinel
#

but ill try that too

gleaming falcon
#

Yeah, had to tweak the Upper Leg In and Out 😁 πŸ”«

pastel anchor
#

Hi I am very much new to avatar creation and as such have been taking the learning process slowly. After about a week of learning modeling I have made a low poly model that I want to add to the game. I was wondering if anyone could help me learn the rigging process or could at least point me to a very detailed tutorial as I want to fully understand the process. If anyone can help please @ me

ember sentinel
ornate cairn
ember sentinel
#

it is, there is no bone connecting from the feet joint and the toe joint foe some reason @ornate cairn

pastel anchor
#

Hi I would like to know if anyone with rigging knowledge could look at my test rig and give me any tips and generally tell me how stupid I am. I will send the file. I am using blender

fluid drum
#

is there any way for me to rig arms and legs that are bendy instead of just an elbow and knee joint?

sage patio
#

do you mean like, a sort of flexible tube rather than a joint?

slender meteor
#

Hi, short question - how do i prevent the lower arm (elbow to wrist) of a robot arm from twisting together with the wrist in vrc?

sage patio
#

@slender meteor click on your FBX, go to the Rig tab in the inspector, click Configure. go to Muscles and settings, and you'll find sliders at the bottom

#

there should be one for Lower arm twist

#

if you expand Left arm and Right arm, there's also sliders there

reef coral
#

anyone know what's happening with the hands?

#

normally looks like this

ornate cairn
#

instead of hand

reef coral
#

i haven't done anythin it already was like that

#

well i can try fixing it

ornate cairn
#

check if that is it first

reef coral
ornate cairn
#

these 4 bones should be one hand bone

reef coral
#

oh right

ornate cairn
#

that's how humanoid rig works in unity

reef coral
#

idk why it was made like that

#

so i just have to delete this and make 1 bone instead and parent the rest to it right?

ornate cairn
#

remember to parent it later

reef coral
#

dis good?

ornate cairn
#

make it's parent lower arm and it's children first finger bones

reef coral
#

oh

#

hm

ornate cairn
#

seems ok

reef coral
#

aight i'll check the weight painting now

#

actually holdon

#

isn't there one bone lacking from the thumb?

ornate cairn
#

yeah thumb has 3 bones also

#

make one before first one

#

also remember to fix parenting

#

now that added bone gonna be first thumb bone

#

wonder what you would gotten when you dissolved that 4 bones you had as hand

reef coral
#

the thumb is not accurate but at least it's a hand now

ornate cairn
reef coral
#

it seems like it yeah

ornate cairn
#

well it is kinda further than standard but it shouldn't cause problems you can test it in muscles when you click configurate

zealous carbon
#

If I'm always in desktop mode with a character, is there a way to break the rigged arms away from the arm controller in VRC, so I can position them in some other way that doesn't look so rigidly unnatural?

ornate cairn
#

just edit default l animations .

ocean crane
#

Does anyone happen to know why my mesh disappears when I use armature deform on it?

#

I could've sworn there was an easy way to add clothes to an avatar using armature deform in Blender but every time I'm trying it the mesh just disappears

ornate cairn
ocean crane
#

Shoot, I don't remember using a modifier last time...

#

I just remember doing the armature deform and having it work immediately, but that was a long time ago

ornate cairn
ocean crane
#

I tried to remove the armature on the mesh to parent it to the new one because I could've sworn that was a step I was supposed to do but it's been forever since I've done this

ornate cairn
#

try adding armature modifier and in it's object put the armature

ocean crane
#

Holy crap that worked

#

Guess I'll do that next time instead of doing the Armature deform with Ctrl+P, thank you so much

sleek radish
#

Does Uperchest have ANY utility on humanoid?

ornate cairn
sleek radish
#

But it doesn't -break- anything? I'm curious because of possible use with chest/spine porportion issues.

ornate cairn
#

the bends gonna look more natural when you make animations.

#

but it isn't worth it.

sleek radish
#

Interesting. I know that chest-spine length can cause issues with leg bending, so I was curious is using an unweughted/useless upper chest to fill the gap between neck and chest would save me pain.

ornate cairn
#

just test it yourself lol and determine if you want to use it.

sleek radish
#

ye. on to the open beta, I suppose.

stray blade
#

Question. I play on quest and i know dynamic bones aren’t possible but I have seen avatars with moving hair or tails and ears. How is this accomplished?

sage patio
stray blade
fading verge
#

Hi

whole valve
#

Is there a a benefit to having an upper chest bone? My avatar has a particularly long chest so I was curious if me trying to add and weight paint an upper chest bone might provide some benefit/better looking full body movement.

steep otter
#

Does anyone know how to fix this weird leg bending issue where they kinda bend outward? It's something that I've ran into in the past but I haven't managed to figure out how to fix it. It's only present in the idle animations from what I can tell.

deep roost
#

I'm trying to atlas my material together in blender but the problem I'm having is whenever I try to go and download the material combiner addon my chrome just gives me an error, does anyone know how to fix this?

cosmic relic
#

I have made a robotic avatar that uses three axis joints on the shoulders and wrist as well as a single axis joint on the elbow. Toying with constraints hasn't worked and I'm very stumped as to where to even really start. I'd love to know if it's at all possible to somehow get joints like these to work in game as I don't like making everything a ball joint, feels cheatsy!

tired ice
sage patio
#

the purpose of a constraint is not to prevent movement

#

the purpose of a constraint is to copy movement from another object

#

by proxy bones, I mean having a second set of arm bones, with no influence on the mesh

#

those will be the ones you specify in the unity rig config

#

then, you can use constraints to drive the main arms, which will give you control over the axis of rotation

deep roost
sleek radish
#

@fervent hornet

#

This + subdiv= perfect elbows.

fervent hornet
#

Every time I see topology solutions for joints it just makes me want to make an avatar with no joints and just floaty solutions instead

crisp tendon
fervent hornet
#

Legit made me instantly think "No bitches?"

ornate cairn
#

bruh same

#

but more like "no joints" in that context

sleek radish
#

But joints thooooo

#

TBH, the onyl thing that slays me now is shoulders.

#

because shoulders are COMPLICATED

ornate cairn
#

i never have problem with them so i'm happy

#

i had problems when i started rigging

#

it was hell

fervent hornet
#

Thats why insectoid/robotic stuff is better cuz organic stuff is all bendy and difficult

sleek radish
#

Stares in complex constraint joint systems because feck ball joints

fervent hornet
#

Still more easily complete than the organic solution imo

#

A ball joint can be 100% perfect, organic can always be improved

sleek radish
#

I agree w/ you,. but only for forearms.

#

Eargh who design human arms

#

Bane of my existence, but I WILL make them work

fervent hornet
#

Youve got two examples right in front of you

sleek radish
#

Mine are glitchy tho

#

And I got funny looks last time I drew topo on myself with washable marker.

fervent hornet
#

The point of the washable marker is to wash it off before someone sees you with the marks

sleek radish
#

Yes. well. I took a calculated risk, but MAN am I bad at math.

spare citrus
#

is there an updated template rig now that the IK is updated? despite trying to follow the original one as closely as I can, I'm still having issues with the legs in the beta

reef coral
#

i'm having an issue when i sit down in my fullbody, basically my neck(collar) and chest gets in the way

#

couldn't really take a pic of it cus it was in first person but i'm sure it's a known issue when rigging stuff

#

anyone knows how to fix it?

ornate cairn
reef coral
#

like when i mean in the way i mean that it just covers my vision

#

but the avatar looks normal

#

as if my viewpoint was going into my body

ornate cairn
#

it would need troubleshooting to find what is causing this tbh.

reef coral
#

it's hard to show the full rig when there's so many bones for the clothing

#

but uhhh

ornate cairn
# reef coral

hmm from it i can't spot problem honestly you might even want make your own sitting animation

reef coral
#

huh

#

wha-

#

i have fullbody tracking

#

i have fullbody tracking

#

how would making an animation make any sense

ornate cairn
#

can you record you issue tho

reef coral
#

i can try later

ornate cairn
#

ok

reef coral
#

my model looks normal when sitting down but basically from my perspective my actual viewpoint just phases into the body etc.

#

i'll record it it'll make it easier to understand

cosmic relic
# sage patio then, you can use constraints to drive the main arms, which will give you contro...

I do have all of those things, my main issue is really just finding a correct combination of constraints to get it to work as I want. It's just terrible trial and error and nothing seems to work. I would looove to find some guide on using constraints to properly target the vrc bones to the mesh bones, but no matter how much I look online it almost seems like nobody has ever done anything like this before, which is hard to believe.

fading verge
#

Anyone ever rig a Super Battle Droid? Does it work fine even if it says it won't play default animations? Or is there some trick I'm missing?

trim totem
#

So I want to make a ride but I cannot for the life of me figure out how I'm going to make this work. My mind just cant right now. I plan on making it hang using dynamic bones in unity. Any ideas how I would set this up in blender?

fair pewter
#

Hanging with dynamic bones won't be great in unity, maybe look at rigid bodies?

fickle solar
#

So I'm working on an avatar that doesn't have a face do I still need Eye bones and stuff like that? or can I leave them out

ornate cairn
#

for humanoid rig to work

fickle solar
#

Thank you

#

Its my first time rigging something for vrc

rose mountain
#

I need a constraint tutorial so that my chest can stop twisting when I do head stands. I don't know how to use them or which one to use. @fringe citrus any info would be helpful.

tawny silo
#

They are currently in the middle of addressing these common full body issues

reef coral
#

ik2?

#

is it like in the mods?

tawny silo
reef coral
#

oh that stuff

#

honestly i wish i could just fix it on the model itself because my other ones don't experience it

#

i still need to record what happens exactly

atomic forge
#

im trying to get a model into blender from unity, and it looks like the T pose could use some tweaks. but when I try to bring it in blneder, peices of the model seperate from the rig.

#

and blend shapes are lost

#

is there a better way for model exportation?

fading verge
#

How does one rig a B2 Super Battle Droid? Do you just add neck and head bones that aren't attached to anything? Or is there something else one would need to rearrange?

atomic forge
#

im mainly doing this because the model came into blender as a fixed pose (this is before I tried exporting from unity). when trying to clear all transforms, the pose remained the same. some reason, there is a somewhat broken T pose in unity, but its better than the other pose

crisp tendon
#

Is the model not already an fbx ?

#

I don't think anyone should go from blender>unity>fbx exporter>blender in an attempt to fix anything

atomic forge
#

it should be a fbx, but the thing is I cant find it in this mess

#

this is what it looks like in blender

#

with all transforms clears

#

cleared

#

I have been trying to get it into a T pose manually, but when I saw the T pose in unity, I got curious

crisp tendon
#

Doing alt + R in pose mode on all bones does nothing ?

#

The unity t-pose is done automatically, it's not necessarily part of the model

crisp tendon
#

So i'd do it manually with x-mirror if I were you

#

Won't take very long

atomic forge
#

this is what it looks like in edit mode

#

I do have most of the work done, so it isnt too important.

#

didnt know about unity doing an auto t pose tho

crisp tendon
#

Make sure to apply your transforms and apply pose as rest pose (cats addon does it automatically) before export

atomic forge
#

you mean export out of blender or unity?

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oh wow this is going to save me so much time with that rest pose feature

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Thank you, didnt know about this addon

frail blaze
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as much as the engine hates it, can you duplicate an avatar, but keep its relation to the same bone rig? (create a clone with an offset just from mesh editing)

atomic forge
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tried a different version of the model, and its basically perfect. was wondering if there was a way to apply this pose to the model

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cause it still looks like this in the scene

hoary mulch
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Hi! Im doing a vrm avatar but its having an annoying problem when converting it from fbx to vrm some of the blendshape bug out a little bit, but in the editor as an fbx looks fine and also in blender, its only when the fbx converts to VRM
Im using legacy blendsahpes to avoid the face normals to mess up, and even without it, the blendshape breaks too.
Does anyone have experince with that? I know its a very very specific error hope someone can help me

indigo vector
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any of you guys know how to locate a specific vertex in blender lol. It says a have 1 verticies with no weight and bone assigned

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It isnt an obvious one, I cant see it not moving when i move the whole avatar

tawdry imp
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Blender noob here, but you could use your vertex groups to select and then hide all vertices that are assigned to bones. at that point hitting "A" to select all should only be the vertices that are not assigned to any bones and didn't get hidden

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Or inverse, select all, then walk down the vertex groups hitting deselect on groups for bones. What ever remains isn't assigned to one

ornate cairn
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@wraith ocean go to object mode

wraith ocean
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Ok

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Done

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BRB

ornate cairn
wraith ocean
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Back

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That put me in edit mode

ornate cairn
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yes but did it put you on edit mode of armature

wraith ocean
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Maybe?

ornate cairn
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screenshoot

wraith ocean
ornate cairn
wraith ocean
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that did the same thing

ornate cairn
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weird

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can you dm me your blender file

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omg

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your bones

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are small

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@wraith ocean don't know why but they are small

wraith ocean
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is that bad

ornate cairn
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no

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but it's annoying to work with that

wraith ocean
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sorry

ornate cairn
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you need cats addon

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it can fix it

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with one click

wraith ocean
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where do i get that

wraith ocean
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ok i downloaded it and extracted it

ornate cairn
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no you don't need to extract it

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in blender on top left go to edit-preferences than addons and install and chose the rar you downloaded

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and mark this after that

wraith ocean
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ok done that

ornate cairn
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than click that

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you should see cats

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open model in cats and click fix model

wraith ocean
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it said it couldnt find a bunch of bones

ornate cairn
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bcs you have multiple rigs

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it is on other rig

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your rig is bizzare ngl

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not made for vrchat

wraith ocean
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i selected them all and its saying more are missing now

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actually wait that looks like its still just selecting one

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i really want to get it working bc ive been trying to all week 😭

ornate cairn
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let me dm you something

fading verge
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Can anyone tell me if these bone restraints work in unity?

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and if they do not, how can I recreate the pneumatic piston rigging without them?

rocky lake
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I was wondering if anyone with experience in Blender and Unity assets could help me. I wanna add a article of clothing (either a shirt or blindfold to my model and make it toggleable in vrchat)

rain ocean
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screwd an mmd of mine up, want to master avatar rigging, can rig in blender. decent at unity, bad at using the addons for unity to rig avatars. here is my avatar, an edit of M.Bison, whats my next step?

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watchin tuts as i go, so let me know

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Vrcarena tuts looks good, followin that through

rain ocean
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nailed it, made a giant titan, also, .tga dont work, yaaaay, fixing that now

rain ocean
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gotem in, but did my texturing wrong actually a lot of things wrong, but in know the flow,will post vid soonish lol gnight

maiden depot
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Hello, is there a way to attach the suit to the avatar rig in unity? i bought the sharkman avatar but it was without the suit and i want to add the suit to the avatar