#avatar-rigging
1 messages · Page 201 of 1
you can just reimport and don't lose anything.
how?
export new fbx from blender and import it to unity?
replace fbx in assets with new one,
i just did but the suit is missing in unity
Heya folks. Is there a way in blender to reduce influence on a bone/vertex group by percentage? I am trying to use the VertexWeightEdit messing around with the custom curve, but it's really janky
So I keep getting an error where I'm able to attempt to upload my avatar once, after I try to I get the prefab does not exist error, and then my avatar's rig breaks. After I upload this is what I see
It's rigged as a humanoid
And the bones are mapped, but when I try to upload it, it unmaps them and I have to drag the FBX back in and start over
Is there something wrong with my armature if the binding box gets slanted like this when I'm making a animation in unity?
Here is how it looks in blender idk if there is a problem I'm not noticing but any help would be appreciated.
I also know I'm posting this really late so please feel free to tag me with a reply so I notice it.
Make sure to clear rotations (alt + R) before exporting from blender !
I am going to take notes on that myself
fixed ty it borked my previous cat but thats ok im giving my model a optimization pass so starting again is fine
Is there a way to join the suit to the avatar rig in blender? i tried to use the data transformer modifier but it's broke the suit
have you tried weight painting the suit?
Hoi there, Rain sensei here, this video is a recap of my 3D modelling series Parts 12 to 13, covering rigging your model.
if at any point you feel as if you need a more thorough explaination, seek out the relevant episode and scrub through it to find what you are looking for, I will slowly explain things in those videos, so please check the ori...
try this tutorial
@brisk raven I tried the weight painting but it's still broken
have you applied an armature modifier to your mesh?
make sure each bone has a separate weight map as well
you automatically switch between weightmaps by selecting the corresponding bone
alr
@brisk raven Is there a way to prevent this from happening?
you need to subtract the shirt/colalr region from your head bone's weightmap
because the weightmap denotes what vertices and regions bones have control over
like here, both bones have some control over the elbow area. they crossfade in this area, giving a more natural bend when posing
ok. thanks!
np
is there a way to create rig shape key? i want to create the shape keys for the visemes but i can't move the mouth bone it the shape key
shape keys don't rely on bones, you'll have to transform the actual mesh to set shape keys
as for how: i forgot, search it somewhere
ok... is there a way i can create the mouth movement auto'?
you can make blend shapes with bone movements.
how?
you need to apply them on armature modifier
thank you!!
@maiden depot better also use save as shape key
that way you won't lose armature modifier
blender does not allow you to apply modifiers if you have shape keys
you need an add-on to do it
Rigging the eyes cases them to squish instead of just rotate.
Is there any way to fix that?
you probably have other bones that influence eyes
Ah.
make it so only eye bone is having influence on mesh of eye
Can someone please help me ? when I'm putting together an avatar in blender she uploads to unity and she doesnt t pose with her clothes. its so frustrating ive been trying to fix it for a week now
with such small info i can only suggest you in blender to select all by click a and ctr + a to apply scale and transforms in object mode.
also better screenshoot
your armature isn't even parented to body
also check in armature modifier if rig is selected in object
how do i parent it to the body ?
click on mody mesh shift click on armature ctr + p
your rig is broken
hoodie is body.001?
yes
ohh okay lemme try
im actually gonna cry thank you so much 😭
ive been trying for so long
It was the same question and what is the channels for if I can’t ask? I’m willing to pay someone for this
Please don’t delete my messages just because you can
I don't think this is supposed to happen...
is there a way to rescale bones via a measurement rather than its scale?
Could someone help me rig something? I don't see the option to, and I'm at a total loss otherwise.
I can’t.
what do you mean "rig something"
Unity isn't a 3d modeling program, it's a game engine
model edits are done in a 3d modeling program, like Blender
Oh. Well, the VRChat SDK is saying my avatar isn't imported as a humanoid rig.
I'm trying to fix this.
@tired fjord Unity doesn't know that the model you imported is humanoid, you have to specify that
once you do, it'll try to guess which bones are which (like hip, spine, head, etc)
Ok, how do I do that?
click the fbx, go to the rig tab, and set it to Humanoid rather than Generic
then click apply
afterwards, click Configure
Ok, but the model was imported as a blender file. Same procedure?
you should be exporting an FBX from the blender project yourself
I would avoid having your blend file in your unity project in the first place
Ok, but I am just working with a prepaid model. I only know it's a blender file because I had to remove the hair.
because every time you save it, Unity tries to automatically exports a file
and it makes you wait for it
it's annoying
better to have the blend file in a "3D work" folder or something
and having your project's asset folder bookmarked in blender's export window
so my recommendation:
- move blend file somewhere else, outside of your project
- export your model as FBX, and export directly to the location of your unity project (best to bookmark the location for next time)
- in unity, set the model's rig type to humanoid
and you should be good to go
any model changes should be done in blender
once your changes are done, re-export over the old file in Unity
the file will be overwritten, and unity will realize that
and it'll update the model in the scene
as long as you never unpack the model in Unity
Why the suit is moving with the head unity? in blender this is not happening
no... i checked
there is the armature modifier in blender
But in blender this is not happenning
Can you show me how do you rg skirt so you can also add dynamics
There isn't really one set way to do it
Just add bone strings and weight paint it
Look up blender auto weights for a decent starting point
how can i convert VRM Springbones to the new PhysBones?
yes
Are you reimporting and replacing the fbx
Or is it a fresh new fbx
Because if you adjust bone rotations in blender it can do this
rightclick vrchat in steam, properties, updates, change version to betas
I don't think physbones are available yet outside of beta... could be wrong though
ive seen some vtubers use them
yeah, but I think that's just opt'ing into the beta
perhaps
look up "your skirt sucks zero to hero"
your weights are most likely not normalized
make sure that you always have Auto normalize enabled in weight painting mode
to normalize everything, use Weights > Normalize all
fullbody tracking works a lot better now
but is still not perfect
the problem is
it seems like the avatar appears kind of in front of where your body is?
and also a bit lower
idk
i took some pictures#
this is what it looks like with my arms outstretched entirely before me
this with my left harm hanging down straight at the side of my body
it seems like the avatar is slightly lower and in front of where my actual body is
View point is under the eyes, unless that isn't it
my avatar is too close to the ground when i crouch (the knees going far into the chest), does anyone know what is causing it? this is a scratch avatar except the shoes, so i know how to change anything on it but i dont know exactly what is wrong
Is there a way to rig cloths in unity?
I bought avatar a few days ago and I want to create clothes for him but the fbx outside of unity is broken
i want to add the clothes directly in unity instead of blender
wdym by fbx outside of unity is broken
cloths are not worth using
because when I export it from blender it's missing parts off the rig
i don't know how
click on fbx in assets go to rig and click configure
so can't I add clothes to the avatar?
oh i did that
i want to add this suit to the avatar
and those glasses
oh you have fbx that have them all on?
you made fbx that have them on in blender right?
i think
when you tried to configure rig what went wrong?
i configurated them but this is still happening
i dont know
did you applied it and clicked done when you assigned bones.
yeah
can you show it's config screenshot
your chest isn't assigned
oh
ok
i just noticed the chields are also different from the original model that was in the unity project
this is the original
hmm did suit had it's rig?
this is without the suit
All of the hierarchy for the exported model from blender is different
can you show in blender hierarchy of armature
well it seems like this armature isn't avatars armature but suits.
the suit is not even in the scene
how it looks on preview of avatar in blender, the bones i mean
also try making spine as first bone instead of chest
click on chest than shift click on spine ctr+p in edit mode of rig
can't i just rig the suit in blender and use the original avatar from the unity project?
like that?
ok can you show how bones look in the 3d view
hmm that rig won't work with vrchat.
it needs to be like that to work nicely
big bones i chest under it spine and under spine are hips
but this is also the original model rig
no like preview of rig
hmmm i see.
you imported that one to blender and you got the one i seen earlier?
what if you import the one to blender with the right rig?
will it look right or not
the one from the unity project?
yes
the hierarchy is right but the rig is broken
ok it's good now
i can try to fix it with CATS but i don't know if i'll still be able to use that in unity
hnmmm it's after cats fix?
Yes
idk if using cats for it is right idea.
Why?
now you need to edit rig anyways
Ok
k
Thanks!
i assumed so.
you are on rig after cats now or before cats
before
this is the arm
ok
shoulder ok
it need to be accurate?
i think here you only flipped one bone you needed flip both
so both point at bottom
yeah i flipped that
but the right is not the exact point of the left
on the y and z axis
what if you select 2 bones on left leg and right click and symmetrize
how?
in edit mode you select them right click with mouse and select symmetrize
try moving bones so they gonna be in their places like here https://cdn.discordapp.com/attachments/390924372782612480/857200376842027028/Humanoid_Rig_VRChat.png
ok
shoulders and upper arm and lower arms
just move them in edit mode.
so the rig doesn't look messy
this part is good?
connect neck bone to upper chest
click on neck shift click on upper chest and ctr+p connect
i think its connected
now move shoulders to it's positions
ok
and after that ur probably gonna be fine
bcs unity didn't saw arms and fingers wrongly
u have one bone too much check if they are for sure what they seem
now it's ok
check if you can't symmetrize that,
yeah and check if unity gonna scream
than you gonna be able to put suit on it in blender
Does anyone know how this can be fixed? Im guessing its a blender problem but im not too sure. Everything else I got to work fine
Gotta make sure the vertices on the head are weight painted to the head bone, and you'll be fine
OMG BRROO
Im sorry but.
Holy fuck
i know its cursed
help pls
I donno that would a be a pretty cool effect....
Imagine being able to split weight paint to a dummy armature
Then use parent constraints
Then world drop it and thrash around
It'd freak people out for sure
How does one fix the viewpoint? I put the viewpoint dead center of his face but the view is skewed to the left for some reason?
Anyone know how to fix this? I can't move the shirt mesh using the rig but only using the node. When I delete the node or drag the armature out of the node hierarchy I'm still not able to move it.
delete those empty objects
You mean the bones at the feet?
the RootNode object and the other with the same icon
That’s what I stated I did already. I still wasn’t able to move anything.
Nope :I
is it that the bones are moving and the mesh isn't following, or that not even the bones move
The bones don’t move either.
I can select the mesh and move it individually but the armature won’t budge.
go to armature edit mode and delete that root bone
the first bone in the armatures hierarchy should be the hip
Its has a different name but It's probably this node one. I'm gonna see if it works.
Nope its still stuck.
@sage patio I deleted the node as well as all the unneeded bones but to no avail it stays the same.🤷🏼♂️
Yep
anyone know why this issue is still a thing i've mapped it in untiy properly and i still have the issue
I'm guessing its a rig issue but I'm trying to use a model from a game with the default rigging, its working fine in desktop/non-fbt vr but when i turn fbt on it kinda works exept my waist and one of my feet trackers are always tracking the wrong part. And yes they're set correctly in steam vr and fbt works fine with my other avatars
when you say they track the wrong part, what part are they tracking? As in foot on waist and waist on foot?
Also are you removing the IK bones before importing to unity?
one of my foot is always my hip yeah
in the package i downloaded it has an fbx file and a blender file so i just figured they were the same so i'm using the fbx
please?
In unity did you make sure the rig had the bones assigned to the correct slots? it might have grabbed a wrong bone and put it in the wrong slot. Does this avatar use custom animations for movement instead of the default ones?
nope
woo i figured it out!
so#
i have literally no clue why
BUT
for the tracking to work PROPERLY
i needed to move the viewpoint wayyyyyyy back into the avatar's head
NOW it works perfectly :D
Hi anyone who knows about XNALara? I would need some information.
Hello. If anyone knows how to Script in Unity please @ me. I have a question about whether or not something is doable via scripting
For some reason the bones that control the hair on my avatar are also attached to the shirt, is there any way to detach the shirt mesh from the specific bones or smth to fix this?
Why would my avatars eyes maintain eye contact when looking in a mirror but not track properly when looking at another avatar? I have the settings most of the way towards calm and confident and all the rotation states are sufficiently rotated in the appropriate directions.
Uh.... you can just subtract the weight paint in blener...that would be the easiest way
A position constraint might work, but that may require rerigging
What's it doing to other people?
Avatars look at cameras locally, so only others can tell you if it doesn't work
It's a 3d object file format used in a lot of games.....? What's there to know?
I try to ripping some game characters from Disneyland Adventures, right now i have found a Way to extract the game asset, but i found some things cant extract like the player model or some missing character parts like the sress of Snow White.
Excuse me?
Ripping avatars?
The fuck?!
No
Oh.
From a game i mean...
What did. You mean.
Any Way...i tink XnaLara Is Just for posing and not for extract or convert characters...
Convert game asset for XnaLara Is Just for able to use in the program...
Mind if I DM you later today to get more info?
quick question If I use auto rig pro how can I export it normally to unity without the rig bugging out?
xnalara is just a program that lets you pose your model, its not something to use to convert models
auto rig pro will add a ton of excess control bones, you'll need to do a lot of manual cleanup afterwards
ok so like I'm tryna make a terraria slime avatar with blender and unity, this is what i got so far
i kinda need help
i'm confused with the vertices and such
i think this goes here but idk
looking for some1 that can rig and wp bones in a skirt for me, pls dm if you're able to help
editing this response how do i add bones and stuff?
When I reset my blender-edited avatar to T-pose, the hair moves from the model. How could I fix this? :)
I've been trying for a while to get this shirt's armature to connect with the base's, but I can't seem to figure it out? Whenever I use the "Fix Model" function it just creates a bunch of new bones. I did the same process of combing the armatures and meshes with the pants and it worked fine, instantly deleting the unnecessary bones and merging it with the base. Also, I don't seem to be able to move any object by it's armature. The armature stays stuck in place, and I can only move the mesh.
i got this animation that was recorded in another program and in unity animation preview it's fine but once on my model it's flipped 90 degrees.
i tried to change the root motion T and Q and none of them work. for some reason the animation does not want to be overwritten
I'm new to making models and I'm not sure how to fix this, the armature is moving and taking one of the iris and the other one is stuck in resting position
In Blender, does anyone know of a way to select/identify all bones that have no weights? Basically I want exactly what the "Delete zero weight bones" function does in the CATS plugin, but selecting the bones rather than deleting them.
you don't use Unity to create models, Unity is a game engine
you use a 3d modeling program like Blender for that
Is anyone good with riggingI'm so lost
I've gotten help but I'm still bad and I'm afraid to ask them for help
I have no idea how to rig my arms
I've tried for
god knows how long
but it always turns out fucked or wonky
h
Does anybody know how to re-parent bones as well as adding bones? My armature is really bad and idk how to fix it.
When you go into edit mode on the armature, there's a tab that looks like a green bone/wrench. Should be pretty intuitive from there :3
Oh, and you have to click the bone you wanna rename/parent
what do you mean wonky
the proportions of your arm bones are weird in the first place
also, your hip bone is way too big and too low
take the sphere at the base of the hip bone and move it halfway up
it's already set to head in my armature 🤔
any way to combine bones with their weights included to lessen the amount of overall bones in this part of this trench coat?
cat's plugin has an option for shortening chains of bones like this
Does anyone know of a decent way to have an avatar with a big head without making the viewball too low, but also so my shoulders irl aren't so far above the shoulders in game where the shoulders are in my avatar's giant head?
If I add a bone constraint to my avatars armature can I upload it as a quest avatar?
no
quest don't support it
Sadness
Do you have any tips for helping the pelvis clothing not clip/ stretch weirdly when the legs go up?
with new avatar dynamics there will be better way.
that needs proper weight painting
is there just like. a template. a vrchat rig template i can import into my scene for a reference. ive been trying to fix my rig for up to a month now to try and fix the dreaded "not imported as a humanoid rig" issue
check pinned messages for this channel
not this
hey so i made a rigged 3d model in maya and am planning to convert it to an fbx file so i can set it up in Unity. is there any tips anyone has for that or anything i should know?
i need help rigging my pants in blender and im confusd on how to do so can anyone give me a hand?
what should i do?
ehhh
nah
if the body is already rigged, just transfer weights from the body to the pants
It’s rigged but the eights won’t transfer over into unity
also, the edges of those pants look odd... what does the topology look like
topology has a big effect on how well you can rig something
Hey, whenever i try to merge armatures (from gumroad clothing stuff), sometimes, the clothing stays behind or is glitched or doesnt move at all. But when i go into pose mode on the clothings armature before having it merged it moves perfectly fine. what am i doing wrong? I really need some help, please
if you merged them you need to set in modifier new object
i merged them, but i cant select any other object in the modifiers armature.
example: (before merging, how the pants should move)
and after merging which leaves part of pants behind
is your clothing a separate mesh?
and is it parented to rig
yes its a separate mesh, also on a rig which i show in the top picture and also inside the rig theres another mesh which is a shirt
and by top picture i mean this
show the hierarchy on right panel
this?
so you are trying join armature.001 to armature?
yes exactly.
where do i do that
this one right?
ye
dope
its nice that its just a simple button press but its a shame I cant actually select which bones I want to pair together
still good though
i found the issue. i dont know why, but when i clicked the right knee's vertex group it just snapped in place. reeaally weird stuff right here.
When i'm moving the head of my model why is the back part of the paper bag get distorted like that? it works fine for the front and side part only that back area
How can i parent model to specific bone? trying to rig the accesories after rigging the body with mixamo, still confused what is the best way to do this
So I'm trying to connect these two ropes to the ends of this capsule and I want them to move with it as I am trying to simulate the slingshot ride. Any takes on how I could go about this?
you don't, you make a vertex group on that accessory with the same name as the bone you want it to move with, and assign all of the vertices a weight of 1 to that group
make sure it also has an Armature modifier with the correct armature selected in Object
you can test it in pose mode
if you won't be toggling those off, join the meshes to your body
Do you mean weight in edit mode right? it's set to one, it already has armature modifier generated by mixamo, do i need to add another one?
This is the one generated by mixamo, already add the vertex group by still doesn't work
also tried to change the vertex group to the most upper part of the bone(it's a tie btw), also does't work
it's a tie? so wouldn't you want it to just move with one bone then
you would want it to be deformed by the spine, chest and upperchest (if you have one)
i made it like this
OH
so it's already rigged and you want to put a dynamic bone on it
so your question should have been: how do I parent a bone to another bone
Yes i guess, the one generated by mixamo doesn't have bone for tie and several others object
in which case, you select the bone to parent, shift click the bone to parent to, ctrl + P keep offset (in armature edit mode)
ah i can already do that
you would parent the top most bone in the tie to the chest bone
This is the properties generated by mixamo for the tie, the one i underlined is bones that i made
btw i also add bone to another accesory and when i reparent it the object scaling and rotation become a mess, but since a simple floating thingy i can fix it no problem, the remaining one is only the tie and suit so it is quite hard to fix using the previous method. I only want to make them less rigid I guess
when you move/scale something make sure to apply all transforms
ctrl a > all transforms
Is this for before exporting to fbx for rigging with mixamo?
whenever you move anything in blender
need help my avatar position is set to 0 0 0 but its floating
dont have any idea how to rig
it's more of origin point problem
can be fixed in blender pretty easly
will try thx for reply
How do I get a mesh to render in first person view, and not wiggle all over the place? (I can get hair to be visible in first person, but it doesn't align with the avatar's head correctly, and adding any other meshes directly infront of the viewpoint doesn't seem to work for some reason; ie: nose, helmet, visor, goggles, etc.) I'm still very new to blender and unity, so I may not immediately understand a given explanation. :x
Edit, nvm
hey would anyone mind helping me scale my avatar to my irl hight ik to some of you could probably do it with your eyes closed but to somone who knows absolutly nothing about the unity software or just software in general its complicated, So i would really appreciate the help
And if your busy sorry for the inconvieniance
Is there a new shortcut for selecting bones while I'm weight painting in Blender 3.1?
I've tried CTRL+Right but no matter what I do, it won't select the bones
before entering weight painting mode, make sure that you had the armature selected first, and then the mesh
and when you're in weight painting mode, make that you don't have face or vertex masking enabled
I've done both of those, but I still can't select it...
I don't think I have face or vertex masking on, right?
ctrl + left click doesn't work?
Yeah, that doesn't work either. Right click's my select anyways.
I even tried switching select to left click and trying that but that didn't work for whatever reason
PumkinsAvatarTools has a scaling option and shows a scale behind your avatar in inches
in cats plugin in eye tracking section, what is lower lid used for?
also can i make the eye tracking move the bone instead of rotate? The model im creating have flat face and the eye is on the surace of it's face so it clip when the eyes move too far, already limit the range but it doesn't do anything
Hey guys, does anyone know if vrc has a base humanoid bone rig to use as a guideline.
there is an exemple rig in the SDK (according to the docs) named tpose-new.fbx
Ah great! Thanks.
where it is exactly? IDK I'm looking for it too in the beta sdk lol
Fair enough, I'm sure if I dig around enough I'll find something.
Was just checking so I don't miss something obvious that most people know about. ;p
but if you want general guidelines here's the docs I was refering too https://docs.vrchat.com/docs/full-body-tracking
VRChat supports additional tracking points using the HTC Vive Trackers. These work with the Lighthouse ecosystem to permit these two additional modes of motion capture: Four-Point (4PT): Tracking headset, two controllers, and one hip trackerSix-Point (6PT): Tracking headset, two controllers, hip tra...
no, but there's other ways you can do that depending on the model
Is it by setting it up directly in unity? The head is a simple box with circle flat eye
So my custom avatar glitches below the ground when I log onto vrc on quest, on normal PC its fine tho? Anyone got any ideas?
Difficult to know without any information about the avatar
you probably did something weird when you uploaded it to quewst
What do you need to know, Kinda difficult to tell you what you need to know if I don't know what you need to know
i mean, anything really, what it looks like in unity, the rig in blender
Thats the most times iv ever said you know in one sentence
You posted in the rigging channel so I assumed you thought it could be a rigging issue
Is there any possibility converting a vroid char to vrchat? If yes, anyone has a proper instruction for it?
I think theres like a whole bunch of Videos on youtube?
If you just look it up, I’m sure you can find something?
hi guys how can i upload my avatar it only has legs and no arms and i cant make it humanoid so when i upload it it cant pose or move legs
Hello!
I've been having a problem with my rigged models where their legs would cross each other if I'm on VR or when the animation transits. There's also a warning saying that "the angle between the thighs and pelvis should be close to 180 degrees" I wonder if that is the problem? Because last time I made my avatars with the same method it doesn't show that but the legs still cross. Any help is appreciated! (^_^)
(I can't take pictures right now so have a drawing as a visual)
can somebody rig mine for me? i have a bad pc so i cant run unity, so if posible can someone rig mine for me or if there is a way to use blender then i can do that
Can someone pls like hold my hand through this or do it for me rigging and stuff for fullbody the hips always just flip 180 ;-;
Don't know if this is the right place
But is there a way to apply dynamic bones to a transformed mesh?
In this instance, i have joints that i had to stretch during an animation
if i turn on dynamic bones, it doesn't deform
If the angle is below 10, your hip bone is probably pointed downwards instead of upwards
Ooh, so I just need to flip upwards again?
Thank you then ! I might need to see why the legs cross as well.
Your legs may cross due to the knees bending inwards, make sure that the knees bend forwards slightly
Aah! Thank you !! I'll check that
i have dynamic bones questions
trying to figure out how to section the hair
and how i should make the skirt lay on the model
and weight painting the skirt in general
pls @ me if you have answers
does anyone know how to fix this issue with mapping the bones?
Anyone know how I could parent the cape bones to the chest or something? I dont want the cape to move when I lift my arms up
weight paint the cape, but I would parent with empty groups if its a separate mesh
how do i fix this issue i parented the part onto a bone and it started doing this
Hey what does it mean when something is a "first child"? It says my lower leg or foot isn't a first child and I'm not sure what to do. Is it because the skirt is part of the leg? How do I fix it?
i might be stupid but i havent had any issues with ignoring thta
https://gitlab.com/s-ilent/silenttools that script can fix that, if your rotation is wierd you want to fix your order
if you have a bone before what it expect to be it throws that error, most of the time it doesnt affect much, mostly just noticed it in fbt
Hello! I'm pretty new to VRChat community and character modeling, though I wanted to give it a try. My biggest problem is - arms twist in an odd way, elbows go towards spine and I can't quite figure it out, I only know it's something about rotation. On the other hand, when I used Adobe Mixamo to rig my model, only half of it seemed to be right. I can't export directly to my VRChat account yet so I'm using VUP to test things. I made screenshots of the first issue (elbows glued to spine) and the second (with a pose reference I wanted to work), which is half of the rig working. And also, I've noticed that textures on my character's ears turned upside down? Not quite sure what caused it. I will be really, really grateful for help, I'm so stuck on this since Friday and I just can't get it to work properly 😭 😭
- in unity, in the fbx import settings under rig, configure, the arms should be slightly bent so that the elbow goes towards the back. if they are bent in another direction in that editor, rotation will be weird.
- i'm not familiar with mixamo but i dont think you need to re-rig it to solve your other problems
- dynamic bones component locks the bone to a transform, if you've changed the ear rotation it will revert back, maybe that's what's flippping it. try deleting the dynamic bone off the ears, resetting their rotation, then adding dynamic bone to them again
I will check that import settings in a moment. The ears actually don't have bones at all and they are weight painted to head bone. The shape itself doesn't flip, just the texture which I find really odd
Bending the elbow solved it. It still requires a few little fixes but at least I know what to do now. Thank you so much for the help, I had no clue it was this obvious
Is it possible for me to upload an avatar that doesn't have chest, shoulder and neck bones?
or is there a workaround for it to have chest, spine and neck bones set but not be mapped to anything?
yes. you will need to have the bones in the model, but that a bone exists doesn't mean it affects any part of the model
so could i just have shoulders and neck just not mapped to anything
like not weight painted
I imported this model and I am making non-humanoid animations with it
Should I modify the bones structure or are the bones fine with just floating around the model?
https://sketchfab.com/3d-models/cyberpunk-jacket-8e042c21cf9e4fb3a956e4eec631ccb7
Can someone rig this? I’ve lost my will to continue because of this
so, idk if this is the right chat to ask this, but im new to avatars. and im trying to give my avatar hair physics/dynamic bones and i applied all the bones to the hair and such. but when i hit play and move my character via root. everything is completely still. the settings are normal that i know of and im just really confused as to why they arent working.
Pictures of your setup would help !
leave the prefab preview.
blue background - prefab view, cant upload from that
im very slow, so uh im confused lol
on top of hierarchy should be close button
i mightve like closed the tab instead cause i couldnt find it-
got it back up!
fixed it, i got it now. ty
YOOO does anyone know if sticking a thigh bone this far back breaks fullbody IK? I'm makin a lil dude based off those wooden snake toys so I have to place stuff in weird spots lmao
I would also place it under the hip bone ofc but this is more a question about it being way back on the side view
I don't think it will break it
People make hunched characters like dinosaurs by placing the legs really far back and it worked when I saw it on a full body user so you might be okay
I wouldn't take my word for fact though I am not very wise in the ways of unity
Oh!!! Thank you
now I have to see if I can do the puppet IK digilegs, I doubt I can
it's possible to rig proper digigrade legs, but requires a bit more setup
oh lol no i know a much easier way than that
that method is a littel outdated!
the thing is that I probably can't rig them witht his uneven hip alignment
much easier way? care to explain?
@sweet rain
OH here hold on
Do you have a paper thing like this but to make avatars?
Like beginners?
the "lining up the bones to be paralel" can be done a much easier way, basically duplicate the thigh bone and move it down, shrink and match the points
what are you trying to do exactly? make a model 100% from scratch, or edit an existing base?
I’ve never made a model before
I have no experience
I just wanna be able to get up to make egirl and 3.0 avis
that video is literally just a video version of that guide I sent lol
if you look in the description, it mentions DragonSkyRunner's tutorial
yeah! this is like
mega streamlined though
this version removes like 40 extra steps lol
also i found a solution, basically just moving the spine to hip pivot area back, and while it's not running down the middle anymore it's a lot more doable
keep in mind that there has been multiple versions of the image guide made, specifically the one I sent is revision 2.1. the original guide was using FinalIK scripts, which might be what you're remembering
oh yeah I'm just taking what they said in the video! either way I don't have to worry about the hip bone placement anymore since I dound this comprimise
So for days now my bf and I have been trying to get this model full-body compatible. Could someone please tell me why its crunching like this:
could someone just tell me what the matter is? it just all keeps crunching up in full body
you should put it in a T pose, and you should move the base of the hip bone higher up. the hip bone should be above the legs, and small.
thanks a ton! lemme try it out
so.. this is what happened when we tried rigging:
(ignore the weigh paints)
also can you plz tell me why the orbs (me) are far in front of him?
I cant fix that either. on every other model I use, theyre within (aligned) with the avatar. Th og version of the avatar they were even aligned. But if we put it into blender to fix the bones then reimport it, it keeps spawning the avatar behind me
update, we decided to re-rig the entire thing and start anew. for the most part it's working aside for the hips moving the entire body and legs, but that could probs be fixed easily.
as for the balls appearing far in front of the avatar, that's still an issue. if someone could tell me how to fix that, that would be great
the balls are literally where your trackers are IRL. the issue here is not that the balls are in the wrong spot, the avatar is
If you're using Steam might you be able to reset view so you're re-centered?
either that, or you're using a mixed VR setup and didn't properly calibrate the playspace
i know th eballs are my trackers, but the issue is is that the avatar is centered in unity and blender
so I dont know why it spawns backwards ingame
can you click on your avatar in Unity (the root object) and look at the Transform in the inspector?
Do they spawn this way for other avatars as well?
and every other avatar works just fine, so the issue is not my trackers but the avatar itself
just this one
okay so its weird because the original (non full body compatible one) has the balls spawn in it, but when we put it into blender then take it out and put it back ingame, it suddenly does THAT
has anyone else had this issue with the tracker balls and an avatar?
nvm found the issue lol
how do i fix this issue i parented the part onto a bone and it started doing this idk what i did wrong
so is there any way i can fix that?
looks like hip bone is too low
it's bottom point needs to be above upperleg top point
what happens if i was to not do that
it usually results in sinking of avatar
can it cause the hip bone to just spaz out
you can move bones with g
what do you mean by that
wait but which bone do i move?
trying to figure out how to explain it cause i cant get on and get a video or anything right now
the hip rotates at a 90 degree angle and back to "normal" rapidly, everything else stays normal but the hips just spaz out roughly like i described
i move it up wards right?
it can be problem of hip bone being flipped
move it so rig isn't crooked
look at pinned messages of this channel
does the bottom of the spine being like halfway in the middle of the hip cause some vaguely similar issue
it can
unity needs them to be connected
or they can keep offset but they need to be like they are connected
so like this
i know what you mean
the file names of both of the avatars that did it were literally "FUCK YOU" so i probably just got really lazy
well fix it and check if that will fix issue
AH shoot wrong message!
dose this have anything to do with the way she is standing in vr?
with standing no, it can cause some problems in fbt
but shouldn't
is there anyway to fix this issue?
your hip bone was curved to upper legs with not 180 angle
you just rotate it so it is
better?
yes
can i put it into unity now?
yes now you can test it
its common to try small adjustments and then test build and repeat until it looks good
getting everything perfect in 1 shot is really lucky lol
haha yeah!
i've had like 2 avatars work right off the bat
That’s super luck!
So when I put it into unity could I make a new project for this fixed model?
yea you can name it "thiccModel_update2" or somethin, whatever you want to distinguish it
Lol okie ^^
anybody here who knows about disappearing hair when importing from blender to unity?
looks fine on blender
I'm kinda new to all this, so maybe this is a stupid question: can I have two armatures on one avatar?
can we have more context as to what you're actually trying to do?
I made my avatar with vroid, so it's already all rigged up, but I wanted to give her a tail. I'm not really sure how I could add it to the main mesh without messing stuff up, so I was wondering if it would be okay to just have it as a separate armature? Or would that cause issues?
I mean, you can technically just throw it on the model in Unity, but the proper way would be to add it in Blender, and actually join the armatures
throwing it on in Unity won't "cause issues", but it's definitely more janky imo
ok I think just realized that it is literally as simple as just joining them like you would anything else? I'm sure I'll have to fiddle around with weights, but
- move the tail's armature until it's in the right spot
- ctrl + A > All transforms
- select tail armature, shift click main armature, ctrl + J to join them
- switch to armature edit mode, click the root bone of the tail, shift click hip bone, ctrl + P > Keep offset
and you're done
I am REALLY bad about overthinking solutions to things lmao. thank you so much!
👍
it's not rig problem but you checked the normals? maybe they are flipped on wrong side
one last problem,, anyone know why this would be happening?
bad weight painting
hay hay! i ended up getting the model i needed is there anything wrong with this one?
why cant i paint the tail?? i am a little lost here lol
it's probably different mesh
looks ok from that angle
how about here?
looks ok
i manually joined the meshes together earlier, so it was seperate earlier, but it shouldn't be anymore
ok try saving project and re-openning it again
sometimes it happens
it's still doing that,,, hmm
check if in edit mode it counts as part of mesh
uh
are the normals flipped lol
select all of the tail (hover and hit L) and do alt + N > Recalculate outside
didn't really seem to do anything
I agree with Whiren, it may be a Normals thing (the direction of the faces being wrong) Click on the arrow next to that overlapping circle and turn Face Orientation on. If you see any red faces on the hair like this select them & press Alt+N then choose Flip
Question on the armature rotations and positions: My avatars have so far worked fine until I slap on full body trackers; HOWEVER, when wearing them and moving forward my avatar suddenly assumes a "gremlin" pose during the walk / run cycle.
Moving my hands a bit back and looking down while doing so turns my avatar into sort of a weird hips first pose where the hands go back like doing a naruto run. is this due the hips positions being too low vs the upper leg or does it have something to do with the spine? This seems to happen with all my avatars Ive made in the past (3 years ago) but I havent been active enough to see when it broke. I'd like to actually understand the cause so I can fix it into my base skeleton for my personal toolset and automate a fix for all my avatars ive made as commissions.
here is a distant shot of what the "gremlin pose" looks like
So I'm lost. I've been trying to find out how to add modifiers in 3.1 Blender. I have finished this model but I'm new to this as I used some stuff and put it together. I've crated an armature based on tutorials but I'm unable to get the armature attached to the model. I don't see modifiers as an option.
Not sure what step I missed or maybe I need to just expore the model I created then put in back into blender and redo the armature again?
@autumn sonnet Try deleting that modifier, select all parts of your mesh followed by selecting the armature last and press CTRL+P with "Automatic Weight Paints"
You can combine your meshes together beforehand through Ctrl+J or attach them on to the armature independently if you'd like
Whichever is easier for you
I got it to move now luckily
HOwever when converting over to unity I'm unable to convert it to a humanoid model. No idea why
Hi, somebody knows why the spine of this avatar is twisting like this?
When in blender looks kind different and even when I am doing the T-pose
Side view?
it seems like the hips and spine may be angle in a weird way that when straightened is causing it.
this is frustrating. I changed some parts (fingernails and ears) of my model, but now whenever I change the value of ANY shape key, it reverts them back to their original shape. is there a way to stop that from happening?
also it only reverts one of the ears? no clue why, it changes both sets of fingernails
figured out a way to fix it, dunno if it's the best way but it works. In case anyone else has this issue, what I'm doing is I'm selecting all the vertices that are misbehaving, then go to Vertex > Blend from Shape, and uncheck Add. Then I'm just Shift+R-ing to repeat that function for each shape key I have
would anyone happen to know why that happened though? I'd like to keep it from happening again in the future
If you edit the mesh while you have ashape key selected you are only editing t he shapekey it self.
make sure you only edit with the base shapekey selected.
best way to fix would be to separate all the parts that you want to shapekeys to effect (forexample, head), remove shapekeys from all the part you do not want to adjust with shapekeys, (such as hands, clothes)
You also have the propagate to shapekey option to migrate selected vertices across all shapekeys
how do i fix this idk what broke
Looks like you have 3D cursor selected instead of Median Point for the rotation point, just swap the transform pivot point
You didnt break anything :>
@somber roost it is now doing this (In unity)
Change your pivot setting
top left
i am having trouble where only one side of the face breaks
where top left
never mind
when i change the pivot would it transfer over to vrchat?
bones will always rotate from where the head of the bone is
the pivot point in blender and unity is purely for when YOU want to manipulate it
would I be able to like commission somebody to rig and upload an avatar for me? Not sure if this is the right place to ask but I’m just curious
You are pivoting parts of the avatar instead of the skeleton.
When making blender avatars, the skeleton tends to be always apart of the Armature tree (unless you renamed your armature)
You should also probably merge the parts of the avatar so that its a single mesh
i tried making a animatronic but when i used cat to make it all one mesh it screwed up the avatar
Ah you can fix that manually by making sure all the positiosn and rotations are set before you do anything with the mesh
Apply location, scale and rotation (ctrl a when mesh parts are selected) for each part then join them together using the join tool (ctrl + J)
I have this problem where some of the parts of the shoes don't move with the rest of it even it's all on one mesh, does anyone know how to fix this?
Weight painting
the vertices for the shoe parts are not apart of the leftfoot (or what ever the skeletons name for it is) vertex group
how do i set there location, scale and rotation?
How do I fix that, I'm not experienced with blender
select each part, shift + c (centers cursor), then ctrl + a then press 4 (apply all transform)
after that ctrl + J to join them all together
is it ok to select all parts and apply there location?
yes
⚠️Important updates in Weight Paint in Blender 2.91 and 2.92. I made a new video about that:
https://www.youtube.com/watch?v=xrBxXp3O2yQ
The changes in Weight Paint mode in 2.91 were a bit of a mess, so I recommend avoiding it. In 2.92 things were improved significantly.
I also did a video about "weight painting through the mesh" which many peo...
Ok, thank you
undo and do every part except the eye.
then you should probably check how the eye is structured
in anycase, that was not the original issue anyway
idk what it is doing anymore
now it just does this
it removes the textures
idk what is going on anymore
Ah there is probably some materials that are named the same that is causing that issue
You can just avoid merging the mesh together doing that then, but its something you should probably tinker with
i do have some parts as one
but in general combine as much as you can and rename the parts to something that is easy to recognize instead of the same as bone names
so the materials are causing it to mess up from joining together
Its my initial guess yes.
since the mesh seems fine, its the colors that go all over the place on join
Not very clean, but Im guessing its just an avatar without textures too, those are just base material names
in anycase, it should work just as it without the joining just fine, but VRC will complain about avatar complexitivity.
should work otherwise in the unity
but make sure you select the armature bones not the parts when doing the bindings or the tests
how would i rig it without doing what i was doing
isnt the rig already in place on the avatar?
i parented the meshes to bones
to work like a animatronic but unity doesn't like what i did
Yes, but you were rotating the parts, not the bones them selves in unity
yea but also getting errors to
ok, then look up https://www.youtube.com/watch?v=LPYs3pZEzPY
⚠️Important updates in Weight Paint in Blender 2.91 and 2.92. I made a new video about that:
https://www.youtube.com/watch?v=xrBxXp3O2yQ
The changes in Weight Paint mode in 2.91 were a bit of a mess, so I recommend avoiding it. In 2.92 things were improved significantly.
I also did a video about "weight painting through the mesh" which many peo...
something somewhere went incorrectly
this indicates a skeleton
its easier to work with when you have the mesh a single unit
ok
armature = being the skeleton that is
you skin the mesh to it, while the skeleton it self and the methods of controlling it = rig
i can only join couple of stuff before materials start to glitch
so how would i rig this with so many parts and vrchat stop being mad about it
found why it wasn't letting me make it one
@somber roost now what since i have it all as one mesh besides the eye
When i rotate the head's bone, a whole section of the legs goes crazy. Any idea how to fix this ?
i need help i have an avatar i bought but i need to fix the armature before i can get it too work in VR how to do that? my avatar is already rigged i think
hoi lil question i was wondering because idk how rig work and when i look the rig in this one there no shoulder or anything (since those character dont have any or leg) so how can i make it work?
nvm i give up this is too complicated im sorry to bother yall
In order to fix this do i need to add a bone for the jaw?
no
you just need to assign this part to head
oh i added it just in case
well that is the thing it was with the head and the weight was set to 1
you checked if nothing else was weighted?
well i can't change anything since i reverted it
since i got the whole avatar as one mesh do i need to use automatic weights for this?
why can't i assign weights in edit mode
i just don't get it
going to try a different bone
and that is with automatic bones
what is going on
did you pressed assign button?
check if other bones doesn't have there weights
when i click select on jaw it selects everything again idk why
this is what happens when i click select
this is what i am trying to assign for jaw
fixed it for the jaw
Hey quick question.
I have these Axis's here that control the pupil by sliding the UV map around.
Is this not usable in VrChat? Will I have to separate the pupils?
Wow that is a really cool model...
I am no expert in Blender, but sometimes automatic weights are a little funny with complex models... And weight painting to touch it up is tricky
how do i fix this
Hm, perhaps it is not parented correctly...?
The Jaw bone I mean might not be parented correctly
The Jaw Bone is already weighted to the Jaw right?
yea
And the Jaw can move up and down?
everything is fine until it look down
I imagine it is parenting then. What bone is it parented to?
Why can’t I upload my avatar I am confused
I am new to all of this so Idk what I am doing
So in Unity, if you click your Avatar object, the right side has a panel with all the properties right?
You can add properties and scripts to that list at the bottom.
It is telling you to add the "VRCAvatarDescriptor" one to this object so it knows it is an Avatar
fixed it
Nice...!
Ok sweet man I think I got it
By the way, this is a minor thing, but this avatar looks like it has much more polygons than it probably needs.
If you want, you could simplify it by entering face select mode, hovering over a region and pressing L to select that group, right clicking, and selecting "un-subdivide". It's not noticeable either, especially on sections that are smooth or small
The security breach models are well known for being very bad for performance hah...
scroll up, likely asking for mipmap on texture
Yes, any errors that are preventing upload are labeled a the top
did you even set rig as humanoid?
you probably watched 0 tutorials so i assume you didn't
He only learned this menu and Unity in general existed like 2 minutes ago
Yea I literally just installed this and got the model from a site that has them
If you want to tell him with what he is doing wrong, you could try helping him
I prefer actual help not useless bantering
Don't be rude to people you want help from either
And yes I have the rig as humanoid
site that have them? you checked if it isn't site with stolen models?
It was from vrchat mods or something I don’t know shit about any of this I just want a spaceman avatar from astroneer and they had it
yeh thats one of them 🤢
I would assume if it is from a game then it is a model rip right?
Most likely it is just ripped
i bought an avatar from cgtrader and its already rigged but it wont work in vr chat im so confused
some people say its the armature thing but idk how to do that stuff
did it tell u that u didnt have an animator or smthn
if that's the issue, it just means u didnt change the rig to humanoid
I had that issue a couple times starting out
does anyone know why a rotation constraint, or a parent constraint aswell with the same method. would just suddenly turn 180 degress or just spaz off in some nonsense direction as soon as you go to just lock one of its axis? its made me completely unable to work on a model because of this. its not from any sort of parent issues or bone rolls as far as ive been able to test so far. another annoying part of this is that it only affects some bones, but it has absolutely no consistency whatsoever. like even if i set it to lock all directions i wont be able to see it moving, but in the transform box it will still show it flickering from 180 to -180 constantly, so somehow rotation is still getting through regardless of what the constraint is telling it to do.
how do dynamic bones work
anyone got an idea of why shirt sleeve makes the sweater go inside itself making a hole whenever arms are down, Weight paintin didnt seem to help after a few hours of toying around with it
Check the transforms of the bone in blender; as well as the difference between the objects youre trying to constrain (and their influences). Sometimes when you get a weird angle between the constraint and the object, the constraint will essentially "exceed" the angles youd want it to stay within and thus do that sorta spaz thing
as in how they literally, on a technical basis, function? or as in how do you use them?
It's ok i gave up mentally
Can someone please explain to me what I am doing wrong here, I am trying to merge the hoodie with the body mesh but it isn’t working
I am new to blender so please bare with me
I have been trying to follow along with. A few tutorials but the ctrl j command to merge them isn’t working
In object mode ?
Yes
How do I make a bone parent another bone
how do i do shoulders lol
CTRL P
can anyone help with making 2D eyes pupils move? how would i even go about that
would help to know what your model looks like
sure thing
one second
im moving them with a texture coordinate, i understand i could rig with drivers, but that cant work with unity right?
no, that won't work with Unity
shape keys also cant work because as far as i know it needs to be a bone
i can make these seperate meshes instead but
then how would the pupil move and not clip through the eye?
or maybe theres another way
if it's completely 2D, you can use multiple bones + constraints
well really, there's 2 ways you can approach this problem
using animations: you can basically do whatever you want, but it might look a bit odd since the eyes wouldn't track properly
or, using the existing eye bones. has the benefit of being more accurate, but limits your options
what options would it limit?
you can animate texture coordinates, but you can't do that based on bones or anything, it would have to be animated manually
yeah
but i dont know whats the downside of doing the bones, or how i would do that
if you're using bones, you would have to either have it rigged like a normal eye that rotates, or you can use 3 bones to make it move in 2D using a position constraint
by a normal eye, do you mean a sphere?
its def a possibly but id rather it be 2d if possible
if you have any direction to point me in to try the second option first, that would rock
thanks for all the help so far
if you're doing 2D with bones, you basically you have the real eye bone that rotates, and parented to that you have another bone a bit in front. when the eye rotates, that one swings around. in front of that, you have a third bone, parented to the head bone. the eye mesh is weighed to that bone. you then add a Position constraint to it, targeting the 2nd bone, with only the X and Y axis checked
at lead i know its possible
the idea is that it will follow the 2nd bone, but it will not rotate, nor move in the forward/back direction
so it basically just moves in a 2d plane
useful for avatars that have screens as heads
so would the eye and pupil be seperate 2d meshes?