#avatar-rigging
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π
I can help, if you're still needing help
I was testing this port of a WoW character I imported and Unity thinks this is a good "T-Pose"
What gives?
With more bones I suppose? Tbh I have trouble understanding too heh... Maybe post a pic of what you need?
I'd suggest going back to blender and check if there is anything wrong there. Try the good old Ctrl-a "all transformation" and the "rotation and scale"
On the whole model, including armature
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 ;-;
One thing I noticed is that it comes facing the X+ direction instead of the Y- that most other models usually do. Is that it?
When importing the fbx, there's a checkbox for "Automatic Orientation" in the armature section
It could be a good idea to face it the right way. you want to narrow down the problem after all so try to rotate everything in the good direction
A screenshot would be appreciated for the leg problem, it might be your tracking system itself. As for the hip problem, Kung's video in the pinned comments should help you fix the issue
This one:
https://youtu.be/2sfTEBAl8sA
[Update 11/10/2021]
In Unity 2019 it's easier for the project to break during file overwrite. It's better not to delete the .meta file when overwriting anymore.
[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):
*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer r...
Where exactly?
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 Does this mean that @fringe citrus 's old tutorial is outdated and a new vid is coming soon?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.
There's no IK if you're tracking those points, it doesn't affect rigging
We're currently not tracking the chest
In Object data properties?
Ahh I see... I still need to put that constraint on my chest bone.
thx
No, the window when you import the model
No menu appears
That's because you imported the model
When you select fbx in the Import section, it opens a window, that's where the armature settings are
Yes
Okay it's still facing X+, is that okay? But the bones seem to be...Fixed?
Seems better yeah, the model rotation itself you can fix like Endou described earlier
Y- is the default for VRchat right?
Yep
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...
...The eyes end up looking like this.
What gives?
i don't see the issue lol
Eyes look creepy.
Any ideas?
Are you setting the LeftEye RightEye, or Eye_L and Eye_R?
Does anyone know what is causing this to happen each time I export to vrm? https://gyazo.com/dd3d3395f732972d5b53f19f75493a7d
The latter
Try setting the eyes to the Other eye bone and see if the issue presists.
K thanks!
uhhh
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.
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 π
Might be the last time I make my own model (at least with vroid) tho cause apparently this was a mess to fix
Are you trying to make it look like itβs πͺ flexing
Why is my rig facing backwards?
you didin't applied transforms
did you tested if the rig is causing problems?
are you sure it's backwards?
yes
show the side view of rig
you know you can right click and rotate right?
also go to blender and ctr+a and apply everything before exporting
Am guessing the rig is not in a tpose natively
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.
Thanks for the feedback
Just to be clear, i'm using maya, not blender
If i just stretch the bones and reset it to the default pose, should that to the trick?
Use blender for VRC sometime dit then
help me
why does this happen when I hit fix model?
the bones get flipped upside down
the bones look like this before i hit fix model
I don't think these type of bones are compatible
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
What does the weight paint for the arm and should bones look like ?
i dont know
i can show you the weights on it
i dont know why the shoulder weights are like this
this issue is on both arms by the way
Did you check other bones potentially having weights on the arms ?
imma be real with you, i don't even know what i am looking at. describe it a bit more or take a video if possible
looks like some kind of bug hanging onto the tip of an untextured finger
you gotta be creative
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.
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?
anyone know why the fingers in my model are cripple?
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?
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?
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
?upload
How do I make my arms "longer"
I saw something about bending the upper arm but don't know how to do it correctly
Awhile back I adjusted the length of my model's arms by editing the skeleton and mesh separately to the new desired length
a bit tricky but it works
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
you need to tell what is problem, people won't help without knowing what is exactly the problem
oh uhhh basically i upload it, and when i load in and switch to the avi it's like mush and just goes crazy
i'll get a screen shot lol
it's pretty funny
lmao
did you check if in rig tab and configure every bone is in right place?
in unity or blender?
unity
click on avi in assets and go to rig tab in inspector
oki
not generic
after that check if everything is assigned in right place on humanoid rig
by clicking on configure button that should appear
ok sweet!
also check if jaw bone wasn't assigned
i dont have to redo anything right that should be a fix? :3
if some bone was assigned to jaw remove it
ofc if you have jaw bone than it stays
after all that click apply and done
remmeber to do that to every avi u make
i def will
now i just need to do animations
and stuff just gotta test this
shit it's still doing it lmao
gonna double check stuff
test it without custom controllers first when you gonna upload the humanoid rig
you can also test it with animations
wdym by custom controllers?
now you should be good
alrighty
lemme give it a shot
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
how do i do this? might be better than using vrc
still vrc doesn't updated your avatars?
im trying one last time with dif name
all of them still freak out
just gonna see if this last one does
so the test 7 which you added rig still isn't there?
i mean from what i did it shoulddd but still goes bananas
would dynamic bones mess anything up?
you can test them in play mode in unity and with moving avatar
yeah freaks out
so yeah remove dynamic bones maybe they are not properly set
yeah
i slapped in the base again from the assets and that one was alright
might just redo it cause it would be faster than taking off al the bones i put on it o.o
yikes?
yeah if your avatar is thrown around in unity and game that means it's dynamic bones fault
you probably set wrong root for them
i getchaaa
but still your avatar would probably T-pose without the humanoid rig and set rig in animator
so remember about it
remember to test em in unity since it's easy
you can either drag your avatar in play mode or make animation for testing it
am doing dat yus
just gotta seup a better camera
also i would do that but still gotta learn animations
don't rush
just wanting that to be last thing cause seems the hardest
animations hardest? no bcs you have many programs for them
most common you make them in blender and unity
i make animations 100% in blender, unity is still not best for that
i've never even touched blender
animating in blender is easiest thing imo
i see i see
you always have free website like mixamo it has some animations worth getting
for beginners it's no brainer
which ones would you say are worth it?
i haven't used it for long time but you can always search there
alrighty i put in an animation and everything is good
i play it and nothing breaks
now i just have dynamic bones questions
like where to root certain things too
cause you said that mightve been the problem
hmm how to explain it.. when you select root bone for dynamic bones all children bones will be affected by dynamic bones
i think i catch what ur throwin down
you just apply them where you want them like on first tail bone
so other tail bones will have dynamic bones too
kinda like a chain?
if your hips have chest as chinlren that would explain
the madness it was going through
hips usually are main bone like the highest in hierarchy
it's either spine of hips
no your parenting is fine
o
just put dyanmic bones on something you want be affected
ohh oki oki
yeah
with the hips?
hmm wait i will show you on some random furry avatar i have
nah it;s not worth a call
kk
lmao yeahh
like this
yeah if there isn't like just tail bone
i don't have bone that is named just tail so tail.001 is first one
if you put it like that than only tail bones gonna be affected
gotchaaa
i'll give it a shot rn
hmm in the animation they aren't moving
is it like that or did i mess up?
when you move your avi without animation it moves?
omg lol
it does
thank you
am so dumb
lmaoo
i think i got it now :)
thank you so so much
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...
Why in the world is only my right arm missing when I import into unity?! >:{
It's actually missing
It's okay, I am good at inexplicably breaking technology. Today's a wash but I'll start over in the AM. ;^^
why do these vertices get left behind even though they are painted red?
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?
It works thanks absolute lifesaver tyyy
do anyone ever does make VRchat model back to mmd model ?
Try normalizing weights
it's possible, you need both pmx editor and blender
and a mmd model
never mind i did it
I can do it if you pay me
That's part of my specialty
Ok then figure out out yourself lol
already donee
shoulders are not assigned they are on upper arms
change that and assign upper arm bones properly
so like that?
you need something on upper arms
the S is my spine
can i add them in unity?
unity isn't for rigging
aaaaaw am i gonna have to put it back into blender
yeah
you can add shoulder bones and don't weight paint them
so you could just have bones to assign empty space
?
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
well if i'm gonna have time k dm me blender file it will take 2 minutes for me
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)
if i try to reset or sample bind-pose it does make the hands look normal again, but it says its not in tpose
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?
that's not how you rig fingers
there shouldn't be bones going from the wrist bone to the fingers
they should be parented to the wrist, but separated
thank you so much oh my god
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...
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?
@sage patio like this correct?
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
so there cant be any other rig than humanoid?
unless you can find a way to use some other one
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
how to to assign leftupperleg, if cant get to configuration of humanoid parts, if apply giving me error above?
could someone help me with the rig?
wait can u fix it for $5?
sure
Do u have cash app ?
I don't sorry, but I have Paypal if that works for you
I don't have paypal
ahh I see
here, just made a ko-fi. might work better for ya https://ko-fi.com/sacredvrc
what happends if it can't be fix?
everything can be fixed
it's just a matter of how long it takes
and what needs to be done to fix it
ohhh
https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Avatar-Models#warning read this for more info
let me ask the person who made it
ayo I need help rigging a pathfinder
if someone could help me it would save hours of worl
work
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.
#community-servers-old vrctraders is place you look for
Thank you!
is there any way to make the toes work with FBT?
i.e. not move the entire foot when i stand on tippy toes irl w/ foot trackers
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
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
i'll take a guess
I dont have the body moving problem when im just using PC. VR turns into that
I cant physically move it or view it, or can I? I just see XYZ
this is how i keep mine as reference
my body doesnt do the movement thing
but it might not be the issue, im just taking a guess
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
thanks
that was killing me for a month
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
Blender
it does...
I swear to god it does...
because my homer that i had already had rigging
let me try see it in unity
Β―_(γ)_/Β―
Is there a way to import a rig from a different model?
Not easily, I'd suggest getting that model through the Mixamo website
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.
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.
there's scale constraints, so you could technically scale constraint your head to the rig's head bone. that would probably also be reflected in the mirror, not sure about that part
I'll try it thanks!
why is this happening? every thing is mapped correctly in the avatar configuration.
did you applied it maybe try disabling other avatars if you have them in scene
Did that nothing works. i just used a different avatar
Interesting technique lmao
im making a meme avatar, which only the parts that need to be turned on have to work. so yes, why not!
hey uh like im having some issues with weight painting
can someone fix my weghts? for me?
like the vest is clipping through my torso
@weak loom
Hey the wrists on my avatar are messed up. The rotation makes the thumb too far from the arm. Any idea how to fix?
You likely either opened the prefab and moved bones around, or renamed bones.
The bones in the hierarchy must exactly match the rigging or you'll get those errors.
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)
I didnt move nor rename any bones im pretty sure but its not important anymore as i started using a different rig
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?
do you have blender file or only this fbx?
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?
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
its not from blender
just from uploading it striaght to unity
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.
@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
For example I mean adding a tail to an avatar. The tail has weight paint data for the bones already part of it to move the tail.
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?
if you want a mesh to move with an armature at all, it needs an Armature modifier pointing to the correct armature
Good to know. I re replicated everything In your previous conversation. I'm just not able to select a new armature.
you specify it in the Object field
Nvm got it...dang that's so simple. Thanks a ton, I was helping someone in a screenshare and just couldn't get it to work. Ended up doing a round about way.
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
ive had this before and its genuinely a bug
i dont remember how i fixed it
Oh okay
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?
did you set it up in unity to be a humanoid? over in the rig tab? it should be generic by default and needs to be changed
if you did set it humanoid, and are certain you have the bones, it is a bug thats been happening lately and idfk why
did you check the rig configuration to make sure all the correct bones are in their respective fields, especially the ones its erroring for?
that rig config menu after you press that Configure button
yknow all this
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
it could be bcs of separate meshes yes.
i don't wanna merge them again because it will ruin the UVs
check if you don't have unapplied some modifier
this?
no armature can be unapplied
sorry idk what the modifiers are for
but re-open blender to be sure cats plugin doesn't have a seizure
i can try
happens sometimes
nope, still the same
select face mesh in cats u have now body mesh selected
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 
it is possible hmm you have 2 armatures now?
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
hmm
basically uhh
i worked with 2 armatures so long ago heh.
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
@ornate cairn oki i merged armatures!
so now uhh about the meshes
i gotta move them out of that old "armature"
you mean unparent?
i deleted this thing
and yes these 3
now my stuff looks like this
i want them to be under the armature.007
click ctr and armature.007 with these 3 selected and parent
object?
oh ye
it worked
dope thank
for some reason i can't set up the eye tracking corrently now
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
might be that in process of joining armatures they lost their weights.
oh right i need to see something
the weights are there so idk
hmm
i (sometimes) get this error when i generate eye tracking
i here
in object select the armature you use now
nice
ye just asking
cus the eyes go out of the head
aight it's fixed now :D
thanks again
maybe it means mesh with eyes isn't named body.
other things are easy to fix.
well you need join meshes anyway sadge
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
so it happens when you click export with cats?
that might cause some issues
yeah.
atlas?
42 materials
no way vrchat lets you upload
go to optimization in cats and atlas
but before that
save
bro the UVs ain't gonna fix themselves
your uvs aren't right?
nah atlas is usually not messing anything
it makes one big uv for everything
with all textures in one
okay uhh
i don't wanna merge anything from the head
only the body if anything
(for my own good)
you can unmark texture you don't want atlas
hh
it doesn't do anything
when you click on mesh and generate material list it should show it than
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
click save atlas to
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
how many you are on now
well ok 32 is maximum so ok.,
alright
don't expect it to work on quest i assume?
nah
if anything i have a thing that can make it quest compatible
but it's not my intention for now
you probably have optimizer for unity
ye
i know which
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
is it compatible with cats?
yes
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
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 π
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
that probably was mesh in which all materials were combined to one
atlas
how do i prevent that from happening
well in your place i would make everything one material.
it already is-
you saved before atlasing?
yes yes it's okay
i already did dat
ok
here
here you combined all materials on body mesh only probably
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
it has everything but when i put a material on it in unity it's all connected
does it have atlas texture on material?
nope
you got the atlas image it created?
i created only 1
yeah i know
let me see
it seems like it has wrong image on material
well sheep could try it.
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
your head is from mmd?
ah ok that's why it's bright
no i just already put my materials on it
ok
yes j did, would you like a screenshot of that?
get avatar again on scene from assets
and check if added one still has it, hide old one
Anybody know why Unity is pulling the legs together when animations are applied? I never experienced this before
okay, will do :>
It's likely you are doing it with the wrong model file, since I'm sure you reimported this character multiple times to try to fix it
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
could be animation fault.
you checked it's preview?
No, I found it out. It's the default settings in the Muscles and Settings
Tweaking the legs
ok good to hear
wrong assumption BJKKHVVKH
but ill try that too
Yeah, had to tweak the Upper Leg In and Out π π«
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
that worked! but now i have a missing toe bone :<
chech if its assigned
it is, there is no bone connecting from the feet joint and the toe joint foe some reason @ornate cairn
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
is there any way for me to rig arms and legs that are bendy instead of just an elbow and knee joint?
do you mean like, a sort of flexible tube rather than a joint?
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?
@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
seems like you parented fingers to end of lower_arm./
instead of hand
check if that is it first
oh right
that's how humanoid rig works in unity
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?
if don't mind weight painting than yeah
remember to parent it later
dis good?
make it's parent lower arm and it's children first finger bones
seems ok
aight i'll check the weight painting now
actually holdon
isn't there one bone lacking from the thumb?
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
thanks a lot
that's how it look with enforced t-pose?
it seems like it yeah
well it is kinda further than standard but it shouldn't cause problems you can test it in muscles when you click configurate
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?
you can make animations for them
just edit default l animations .
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
you parented mesh first to armature than used modifier ?
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
so the clothes you want to add are not weight painted yet or anything?
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
try adding armature modifier and in it's object put the armature
Holy crap that worked
Guess I'll do that next time instead of doing the Armature deform with Ctrl+P, thank you so much
Does Uperchest have ANY utility on humanoid?
it can be useful with new ik but i tested and it's still kinda useless.
But it doesn't -break- anything? I'm curious because of possible use with chest/spine porportion issues.
if you rig it properly than it not gonna break anything
the bends gonna look more natural when you make animations.
but it isn't worth it.
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.
just test it yourself lol and determine if you want to use it.
ye. on to the open beta, I suppose.
Question. I play on quest and i know dynamic bones arenβt possible but I have seen avatars with moving hair or tails and ears. How is this accomplished?
manually animating them and triggering animations using VelocityX,VelocityZ, and AngularY parameters
Hmm. I thought that might be it. Do you know of any videos that show attaching an animated object.
Hi
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.
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.
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?
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!
Try another browser?
I believe they changed the url recently. I had this problem today as well. https://github.com/Grim-es/material-combiner-addon
seems doable, but you will either need to mess with the Muscle settings in the models rig config in unity, or use Proxy bones and constraints
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
Thank you, that seemed to work
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

Legit made me instantly think "No bitches?"
But joints thooooo
TBH, the onyl thing that slays me now is shoulders.
because shoulders are COMPLICATED
i never have problem with them so i'm happy
i had problems when i started rigging
it was hell
Thats why insectoid/robotic stuff is better cuz organic stuff is all bendy and difficult
Stares in complex constraint joint systems because feck ball joints
Still more easily complete than the organic solution imo
A ball joint can be 100% perfect, organic can always be improved
I agree w/ you,. but only for forearms.
Eargh who design human arms
Bane of my existence, but I WILL make them work
Youve got two examples right in front of you
Mine are glitchy tho
And I got funny looks last time I drew topo on myself with washable marker.
The point of the washable marker is to wash it off before someone sees you with the marks
Yes. well. I took a calculated risk, but MAN am I bad at math.
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
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?
could be that you need to flip hip bone
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
it would need troubleshooting to find what is causing this tbh.
it's hard to show the full rig when there's so many bones for the clothing
but uhhh
hmm from it i can't spot problem honestly you might even want make your own sitting animation
huh
wha-
i have fullbody tracking
i have fullbody tracking
how would making an animation make any sense
can you record you issue tho
i can try later
ok
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
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.
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?
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?
Hanging with dynamic bones won't be great in unity, maybe look at rigid bodies?
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
you only need head bone.
for humanoid rig to work
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.
Try the Ik2 open beta
They are currently in the middle of addressing these common full body issues
Check the #open-beta-announcements and #open-beta-info for more information
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
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?
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?
How are you trying that ?
fbx exporter
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
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
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
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
oh
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
Make sure to apply your transforms and apply pose as rest pose (cats addon does it automatically) before export
you mean export out of blender or unity?
oh wow this is going to save me so much time with that rest pose feature
Thank you, didnt know about this addon
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)
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
cause it still looks like this in the scene
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
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
It isnt an obvious one, I cant see it not moving when i move the whole avatar
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
Or inverse, select all, then walk down the vertex groups hitting deselect on groups for bones. What ever remains isn't assigned to one
@wraith ocean go to object mode
in object mode click on armature so it will be outlined and than tab
yes but did it put you on edit mode of armature
Maybe?
screenshoot
go to object mode click on it and than tab
that did the same thing
weird
can you dm me your blender file
omg
your bones
are small
@wraith ocean don't know why but they are small
is that bad
sorry
where do i get that
ok i downloaded it and extracted it
no you don't need to extract it
in blender on top left go to edit-preferences than addons and install and chose the rar you downloaded
and mark this after that
ok done that
it said it couldnt find a bunch of bones
bcs you have multiple rigs
it is on other rig
your rig is bizzare ngl
not made for vrchat
i selected them all and its saying more are missing now
actually wait that looks like its still just selecting one
i really want to get it working bc ive been trying to all week π
let me dm you something
Can anyone tell me if these bone restraints work in unity?
and if they do not, how can I recreate the pneumatic piston rigging without them?
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)
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?
watchin tuts as i go, so let me know
Vrcarena tuts looks good, followin that through
nailed it, made a giant titan, also, .tga dont work, yaaaay, fixing that now
gotem in, but did my texturing wrong actually a lot of things wrong, but in know the flow,will post vid soonish lol gnight
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
