#avatar-rigging

1 messages · Page 201 of 1

ornate cairn
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nope do that in blender.

maiden depot
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but the unity package is done with all the animations and everything

ornate cairn
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you can just reimport and don't lose anything.

maiden depot
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export new fbx from blender and import it to unity?

ornate cairn
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replace fbx in assets with new one,

maiden depot
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i just did but the suit is missing in unity

ornate cairn
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also you can always copy sdk component

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to new fbx.

maiden depot
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ok

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thanks

gleaming falcon
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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

lone inlet
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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

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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

hardy herald
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Is there something wrong with my armature if the binding box gets slanted like this when I'm making a animation in unity?

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Here is how it looks in blender idk if there is a problem I'm not noticing but any help would be appreciated.

hardy herald
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I also know I'm posting this really late so please feel free to tag me with a reply so I notice it.

crisp tendon
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Make sure to clear rotations (alt + R) before exporting from blender !

cloud pawn
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I am going to take notes on that myself

hardy herald
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fixed ty it borked my previous cat but thats ok im giving my model a optimization pass so starting again is fine

maiden depot
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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

brisk raven
maiden depot
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i don't know how to do that

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i don't have much experience with blender

brisk raven
# maiden depot i don't know how to do that

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

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

▶ Play video
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try this tutorial

maiden depot
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ok

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thank you!

maiden depot
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@brisk raven I tried the weight painting but it's still broken

brisk raven
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have you applied an armature modifier to your mesh?

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make sure each bone has a separate weight map as well

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you automatically switch between weightmaps by selecting the corresponding bone

maiden depot
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@brisk raven never mind

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it's working now

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thanks

brisk raven
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alr

maiden depot
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@brisk raven Is there a way to prevent this from happening?

brisk raven
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because the weightmap denotes what vertices and regions bones have control over

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like here, both bones have some control over the elbow area. they crossfade in this area, giving a more natural bend when posing

brisk raven
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np

maiden depot
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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

brisk raven
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as for how: i forgot, search it somewhere

maiden depot
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ok... is there a way i can create the mouth movement auto'?

ornate cairn
maiden depot
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how?

ornate cairn
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you need to apply them on armature modifier

maiden depot
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thank you!!

ornate cairn
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@maiden depot

maiden depot
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ok

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thanks

ornate cairn
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@maiden depot better also use save as shape key

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that way you won't lose armature modifier

maiden depot
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ok

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modifier cannot be applied to a mash with shape keys

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@ornate cairn

sage patio
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blender does not allow you to apply modifiers if you have shape keys

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you need an add-on to do it

ornate cairn
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yeah you need remove old ones.

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addon?

sage patio
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it's called ApplyModiferForMeshWithShapeKeys

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not kidding

ornate cairn
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omg

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well time to get it

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thx i work in blender and never tried to search for it

maiden depot
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thanks

brittle cedar
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Rigging the eyes cases them to squish instead of just rotate.

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Is there any way to fix that?

ornate cairn
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you probably have other bones that influence eyes

brittle cedar
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Ah.

ornate cairn
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make it so only eye bone is having influence on mesh of eye

brittle cedar
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Yup.

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It works now.

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Thanks

fading verge
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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

ornate cairn
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also better screenshoot

fading verge
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she isnt moving with her clothes they detach from her body

ornate cairn
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your armature isn't even parented to body

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also check in armature modifier if rig is selected in object

fading verge
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how do i parent it to the body ?

ornate cairn
fading verge
ornate cairn
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your rig is broken

fading verge
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i fixed it

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her arm is now moving correctly

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its just not moving with her hoodie

ornate cairn
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hoodie is body.001?

fading verge
fading verge
ornate cairn
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well now it isn't parented to armature.

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you need both have body and it parented

fading verge
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ohh okay lemme try

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im actually gonna cry thank you so much 😭

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ive been trying for so long

fading verge
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….

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Stop posting question in multiple channels

boreal marsh
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It was the same question and what is the channels for if I can’t ask? I’m willing to pay someone for this

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Please don’t delete my messages just because you can

tawdry spruce
boreal oasis
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is there a way to rescale bones via a measurement rather than its scale?

tired fjord
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Could someone help me rig something? I don't see the option to, and I'm at a total loss otherwise.

sage patio
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Unity isn't a 3d modeling program, it's a game engine

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model edits are done in a 3d modeling program, like Blender

tired fjord
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Oh. Well, the VRChat SDK is saying my avatar isn't imported as a humanoid rig.

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I'm trying to fix this.

sage patio
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@tired fjord Unity doesn't know that the model you imported is humanoid, you have to specify that

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once you do, it'll try to guess which bones are which (like hip, spine, head, etc)

tired fjord
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Ok, how do I do that?

sage patio
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click the fbx, go to the rig tab, and set it to Humanoid rather than Generic

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then click apply

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afterwards, click Configure

tired fjord
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Ok, but the model was imported as a blender file. Same procedure?

sage patio
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you should be exporting an FBX from the blender project yourself

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I would avoid having your blend file in your unity project in the first place

tired fjord
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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.

sage patio
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because every time you save it, Unity tries to automatically exports a file

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and it makes you wait for it

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it's annoying

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better to have the blend file in a "3D work" folder or something

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and having your project's asset folder bookmarked in blender's export window

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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
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and you should be good to go

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any model changes should be done in blender

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once your changes are done, re-export over the old file in Unity

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the file will be overwritten, and unity will realize that

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and it'll update the model in the scene

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as long as you never unpack the model in Unity

tired fjord
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Ok. Thank you.

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I will make a dutiful note of this.

maiden depot
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Why the suit is moving with the head unity? in blender this is not happening

languid pewter
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youre probably wrong

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or modifier

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¯_(ツ)_/¯

maiden depot
maiden depot
wild bobcat
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Don't delete that

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That's how it moves

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It looks like weight paint

maiden depot
wild bobcat
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Does this import like this

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Or are you moving bones to get it like this

void surge
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Can you show me how do you rg skirt so you can also add dynamics

wild bobcat
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There isn't really one set way to do it

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Just add bone strings and weight paint it

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Look up blender auto weights for a decent starting point

tranquil marsh
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how can i convert VRM Springbones to the new PhysBones?

maiden depot
wild bobcat
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Are you reimporting and replacing the fbx

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Or is it a fresh new fbx

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Because if you adjust bone rotations in blender it can do this

hot light
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I don't think physbones are available yet outside of beta... could be wrong though

tranquil marsh
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ive seen some vtubers use them

hot light
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yeah, but I think that's just opt'ing into the beta

tranquil marsh
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perhaps

sage patio
sage patio
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make sure that you always have Auto normalize enabled in weight painting mode

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to normalize everything, use Weights > Normalize all

maiden depot
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@sage patio I'll try

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Thanks!

bitter horizon
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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

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this with my left harm hanging down straight at the side of my body

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it seems like the avatar is slightly lower and in front of where my actual body is

lofty wraith
bitter horizon
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its not

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its right in between

tawdry badge
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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

maiden depot
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Is there a way to rig cloths in unity?

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I bought avatar a few days ago and I want to create clothes for him but the fbx outside of unity is broken

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i want to add the clothes directly in unity instead of blender

ornate cairn
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cloths are not worth using

maiden depot
ornate cairn
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configure your rig

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and assign them

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in unity.

maiden depot
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i don't know how

ornate cairn
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click on fbx in assets go to rig and click configure

maiden depot
maiden depot
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i want to add this suit to the avatar

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and those glasses

ornate cairn
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oh you have fbx that have them all on?

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you made fbx that have them on in blender right?

maiden depot
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i think

ornate cairn
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when you tried to configure rig what went wrong?

maiden depot
maiden depot
ornate cairn
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did you applied it and clicked done when you assigned bones.

maiden depot
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yeah

ornate cairn
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can you show it's config screenshot

maiden depot
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yeah

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wait

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i'll do that again because i already deleted it

ornate cairn
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your chest isn't assigned

maiden depot
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oh

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ok

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i just noticed the chields are also different from the original model that was in the unity project

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this is the original

ornate cairn
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hmm did suit had it's rig?

maiden depot
maiden depot
ornate cairn
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it's weird that first bone in hierarchy is chest.

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it should be spine or hips

maiden depot
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All of the hierarchy for the exported model from blender is different

ornate cairn
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can you show in blender hierarchy of armature

maiden depot
ornate cairn
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well it seems like this armature isn't avatars armature but suits.

maiden depot
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the suit is not even in the scene

ornate cairn
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how it looks on preview of avatar in blender, the bones i mean

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also try making spine as first bone instead of chest

maiden depot
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how?

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i can't drag it

ornate cairn
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click on chest than shift click on spine ctr+p in edit mode of rig

maiden depot
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can't i just rig the suit in blender and use the original avatar from the unity project?

ornate cairn
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you made neck bone first now .

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make spine first one

maiden depot
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oh sorry

ornate cairn
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ok can you show how bones look in the 3d view

maiden depot
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@ornate cairn

ornate cairn
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hmm that rig won't work with vrchat.

maiden depot
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why?

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this is the pose of the original avatar

ornate cairn
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it needs to be like that to work nicely

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big bones i chest under it spine and under spine are hips

maiden depot
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but this is also the original model rig

ornate cairn
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show how orginal rig looks in unity when you config

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on 3d view

maiden depot
ornate cairn
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no like preview of rig

maiden depot
ornate cairn
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hmmm i see.

maiden depot
ornate cairn
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you imported that one to blender and you got the one i seen earlier?

maiden depot
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no, this is the avatar

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the original

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that was in the unity project

ornate cairn
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what if you import the one to blender with the right rig?

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will it look right or not

maiden depot
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the one from the unity project?

ornate cairn
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yes

maiden depot
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ill try

ornate cairn
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well wow.

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go to pose mode and press a and alt+ r

maiden depot
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the hierarchy is right but the rig is broken

maiden depot
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i can try to fix it with CATS but i don't know if i'll still be able to use that in unity

ornate cairn
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hnmmm it's after cats fix?

maiden depot
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Yes

ornate cairn
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idk if using cats for it is right idea.

maiden depot
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Why?

ornate cairn
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now you need to edit rig anyways

maiden depot
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Ok

ornate cairn
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you need to add hip bone

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and move spine

maiden depot
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Oh wait my laptop run out of charge

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I'll let you know when I'll change it

ornate cairn
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k

maiden depot
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Thanks!

maiden depot
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@ornate cairn i found the problem

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cats broke the rig

ornate cairn
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i assumed so.

maiden depot
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changed the hierarchy

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so how can i fix it?

ornate cairn
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you are on rig after cats now or before cats

maiden depot
maiden depot
ornate cairn
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check what this 4 bones do

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maybe they are usueless

maiden depot
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this is the leg

ornate cairn
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edit that bone

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so it is same as on left leg

maiden depot
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this is the arm

maiden depot
ornate cairn
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shoulder ok

maiden depot
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think thats ok

ornate cairn
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put all the bones on right places

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i think right leg bones are flipped

maiden depot
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it need to be accurate?

ornate cairn
# maiden depot

i think here you only flipped one bone you needed flip both

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so both point at bottom

maiden depot
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yeah i flipped that

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but the right is not the exact point of the left

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on the y and z axis

ornate cairn
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what if you select 2 bones on left leg and right click and symmetrize

maiden depot
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how?

ornate cairn
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in edit mode you select them right click with mouse and select symmetrize

maiden depot
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nothing happend

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but i think that's ok

ornate cairn
maiden depot
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ok the legs are good

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what now?

ornate cairn
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shoulders and upper arm and lower arms

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just move them in edit mode.

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so the rig doesn't look messy

maiden depot
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this part is good?

ornate cairn
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connect neck bone to upper chest

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click on neck shift click on upper chest and ctr+p connect

maiden depot
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i think its connected

ornate cairn
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now move shoulders to it's positions

maiden depot
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ok

ornate cairn
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and after that ur probably gonna be fine

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bcs unity didn't saw arms and fingers wrongly

maiden depot
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thats good?

ornate cairn
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u have one bone too much check if they are for sure what they seem

maiden depot
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how about now?

ornate cairn
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now it's ok

maiden depot
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good

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now i need to do that in the second arm?

ornate cairn
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check if you can't symmetrize that,

maiden depot
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ok

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i can

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so just do that and export to unity?

ornate cairn
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yeah and check if unity gonna scream

maiden depot
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ok

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thank you!!

ornate cairn
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than you gonna be able to put suit on it in blender

velvet thunder
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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

crisp tendon
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Gotta make sure the vertices on the head are weight painted to the head bone, and you'll be fine

velvet thunder
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Thank you c:

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I will try that out!

fading verge
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Im sorry but.

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Holy fuck

velvet thunder
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i know its cursed

wild bobcat
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I donno that would a be a pretty cool effect....

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Imagine being able to split weight paint to a dummy armature

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Then use parent constraints

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Then world drop it and thrash around

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It'd freak people out for sure

brave pier
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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?

trim totem
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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.

sage patio
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delete those empty objects

trim totem
sage patio
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the RootNode object and the other with the same icon

trim totem
sage patio
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do ctrl + A > All transforms

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and see if you can move it after that

trim totem
sage patio
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is it that the bones are moving and the mesh isn't following, or that not even the bones move

trim totem
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The bones don’t move either.

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I can select the mesh and move it individually but the armature won’t budge.

sage patio
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go to armature edit mode and delete that root bone

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the first bone in the armatures hierarchy should be the hip

trim totem
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Nope its still stuck.

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@sage patio I deleted the node as well as all the unneeded bones but to no avail it stays the same.🤷🏼‍♂️

sage patio
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are you sure you applied all transforms

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ctrl A > all transforms

trim totem
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Yep

ionic sleet
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anyone know why this issue is still a thing i've mapped it in untiy properly and i still have the issue

regal jolt
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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

tawdry imp
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Also are you removing the IK bones before importing to unity?

regal jolt
regal jolt
bitter horizon
tawdry imp
regal jolt
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nope

bitter horizon
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woo i figured it out!

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so#

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i have literally no clue why

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BUT

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for the tracking to work PROPERLY

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i needed to move the viewpoint wayyyyyyy back into the avatar's head

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NOW it works perfectly :D

mystic inlet
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Hi anyone who knows about XNALara? I would need some information.

lucid wagon
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Hello. If anyone knows how to Script in Unity please @ me. I have a question about whether or not something is doable via scripting

hard briar
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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?

lucid wagon
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someone help me please.. how do i make hydraulics work

quaint cosmos
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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.

wild bobcat
wild bobcat
wild bobcat
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Avatars look at cameras locally, so only others can tell you if it doesn't work

wild bobcat
mystic inlet
fading verge
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Ripping avatars?

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The fuck?!

mystic inlet
fading verge
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Oh.

mystic inlet
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From a game i mean...

fading verge
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What did. You mean.

mystic inlet
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Please dear... Read...

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Any Way ..

fading verge
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Word it better pls.

mystic inlet
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Any Way...i tink XnaLara Is Just for posing and not for extract or convert characters...

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Convert game asset for XnaLara Is Just for able to use in the program...

lucid wagon
wanton glade
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quick question If I use auto rig pro how can I export it normally to unity without the rig bugging out?

rotund kraken
sage patio
uncut pasture
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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

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i'm confused with the vertices and such

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i think this goes here but idk

lavish orchid
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looking for some1 that can rig and wp bones in a skirt for me, pls dm if you're able to help

uncut pasture
echo charm
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When I reset my blender-edited avatar to T-pose, the hair moves from the model. How could I fix this? :)

proven parcel
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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.

brisk terrace
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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

unreal zealot
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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

whole valve
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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.

rigid oyster
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how do i create a character in unity?

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?

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anyone wanna help me?

sage patio
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you use a 3d modeling program like Blender for that

rigid oyster
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ohhhh

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like paint 3d?

fading verge
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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

fading verge
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I have no idea how to rig my arms

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I've tried for

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god knows how long

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but it always turns out fucked or wonky

livid gulch
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Do you mean the ends?

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Like the cuffs

fading verge
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no

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thearms

fading verge
paper axle
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Does anybody know how to re-parent bones as well as adding bones? My armature is really bad and idk how to fix it.

livid gulch
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Oh, and you have to click the bone you wanna rename/parent

languid pewter
fading verge
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it doesnt look good at all

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some parts dont move

sage patio
# fading verge

the proportions of your arm bones are weird in the first place

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also, your hip bone is way too big and too low

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take the sphere at the base of the hip bone and move it halfway up

echo charm
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it's already set to head in my armature 🤔

sly venture
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any way to combine bones with their weights included to lessen the amount of overall bones in this part of this trench coat?

lean lagoon
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cat's plugin has an option for shortening chains of bones like this

orchid acorn
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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?

west burrow
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If I add a bone constraint to my avatars armature can I upload it as a quest avatar?

west burrow
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Sadness

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Do you have any tips for helping the pelvis clothing not clip/ stretch weirdly when the legs go up?

ornate cairn
ornate cairn
formal bolt
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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

ornate cairn
formal bolt
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not this

gray cave
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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?

tawny sable
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i need help rigging my pants in blender and im confusd on how to do so can anyone give me a hand?

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what should i do?

wet holly
sage patio
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ehhh

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nah

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if the body is already rigged, just transfer weights from the body to the pants

tawny sable
sage patio
#

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

tight cobalt
#

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

ornate cairn
tight cobalt
#

example: (before merging, how the pants should move)

#

and after merging which leaves part of pants behind

ornate cairn
#

and is it parented to rig

tight cobalt
#

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

tight cobalt
ornate cairn
#

show the hierarchy on right panel

tight cobalt
ornate cairn
tight cobalt
#

yes exactly.

sly venture
#

this one right?

lean lagoon
#

ye

sly venture
#

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

tight cobalt
velvet harbor
#

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

velvet harbor
#

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

trim totem
#

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?

sage patio
#

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

velvet harbor
#

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

sage patio
#

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)

velvet harbor
#

i made it like this

sage patio
#

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

velvet harbor
#

Yes i guess, the one generated by mixamo doesn't have bone for tie and several others object

sage patio
#

in which case, you select the bone to parent, shift click the bone to parent to, ctrl + P keep offset (in armature edit mode)

velvet harbor
#

ah i can already do that

sage patio
#

you would parent the top most bone in the tie to the chest bone

velvet harbor
#

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

sage patio
#

when you move/scale something make sure to apply all transforms

#

ctrl a > all transforms

velvet harbor
#

Is this for before exporting to fbx for rigging with mixamo?

sage patio
#

whenever you move anything in blender

velvet harbor
#

Ah ok, maybe I'll try exporting it again tomorrow, hopefully it works

#

Thanks

teal sigil
#

need help my avatar position is set to 0 0 0 but its floating
dont have any idea how to rig

ornate cairn
#

can be fixed in blender pretty easly

teal sigil
sacred elk
#

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

gleaming escarp
#

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

ocean crane
#

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

sage patio
#

and when you're in weight painting mode, make that you don't have face or vertex masking enabled

ocean crane
#

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?

sage patio
#

ctrl + left click doesn't work?

ocean crane
#

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

jolly pike
velvet harbor
#

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

kindred rover
#

Hey guys, does anyone know if vrc has a base humanoid bone rig to use as a guideline.

zealous bough
kindred rover
#

Ah great! Thanks.

zealous bough
#

where it is exactly? IDK I'm looking for it too in the beta sdk lol

kindred rover
#

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

zealous bough
#

but if you want general guidelines here's the docs I was refering too https://docs.vrchat.com/docs/full-body-tracking

sage patio
velvet harbor
quick sedge
crisp tendon
#

Difficult to know without any information about the avatar

languid pewter
quick sedge
crisp tendon
#

i mean, anything really, what it looks like in unity, the rig in blender

quick sedge
#

Thats the most times iv ever said you know in one sentence

crisp tendon
#

You posted in the rigging channel so I assumed you thought it could be a rigging issue

quick sedge
#

Oh

#

It was supposed to upload to the avatar help my bad

wispy grove
#

Is there any possibility converting a vroid char to vrchat? If yes, anyone has a proper instruction for it?

frank wolf
#

If you just look it up, I’m sure you can find something?

snow oriole
#

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

lone pelican
#

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)

fading verge
#

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

rigid panther
#

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 ;-;

proper sand
#

Yes I will get it done for you kindly inbox me now

#

and let us discuss more better

turbid ocean
#

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

fervent hornet
lone pelican
#

Thank you then ! I might need to see why the legs cross as well.

fervent hornet
#

Your legs may cross due to the knees bending inwards, make sure that the knees bend forwards slightly

lone pelican
#

Aah! Thank you !! I'll check that

lilac quest
#

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

vagrant fossil
#

does anyone know how to fix this issue with mapping the bones?

vagrant fossil
#

yeah that would be great

#

should i export the file and send it to ya

fluid surge
#

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

near nebula
#

weight paint the cape, but I would parent with empty groups if its a separate mesh

tired lion
#

how do i fix this issue i parented the part onto a bone and it started doing this

worldly flower
#

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?

languid pewter
#

i might be stupid but i havent had any issues with ignoring thta

robust crescent
#

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

marsh flame
#

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 😭 😭

lilac moss
# marsh flame Hello! I'm pretty new to VRChat community and character modeling, though I wante...
  1. 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.
  2. i'm not familiar with mixamo but i dont think you need to re-rig it to solve your other problems
  3. 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
marsh flame
#

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

marsh flame
#

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

brisk raven
#

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?

bleak rover
#

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

brisk raven
#

so could i just have shoulders and neck just not mapped to anything

#

like not weight painted

novel storm
#

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?

stable fern
north flax
#

awfully sorry to ask but

#

does anyone have a spare humanoid rig?

tired lion
#

is there a way to add multiple bones in a leg?

#

for it to walk right?

ocean geyser
#

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.

crisp tendon
#

Pictures of your setup would help !

ocean geyser
#

ah, yeah sure!

#

the vrchat sdk is kinda stuck there but uh here it is

ornate cairn
robust crescent
#

blue background - prefab view, cant upload from that

ocean geyser
#

im very slow, so uh im confused lol

ornate cairn
#

on top of hierarchy should be close button

ocean geyser
#

i mightve like closed the tab instead cause i couldnt find it-

#

got it back up!

#

fixed it, i got it now. ty

sweet rain
#

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

novel storm
sweet rain
#

Oh!!! Thank you vrcThinking now I have to see if I can do the puppet IK digilegs, I doubt I can

sage patio
sweet rain
#

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

sage patio
#

much easier way? care to explain?

sage patio
#

@sweet rain

sweet rain
#

OH here hold on

fading verge
# sage patio

Do you have a paper thing like this but to make avatars?

#

Like beginners?

sweet rain
#

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

sage patio
#

what are you trying to do exactly? make a model 100% from scratch, or edit an existing base?

fading verge
#

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

sage patio
#

if you look in the description, it mentions DragonSkyRunner's tutorial

sweet rain
#

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

sage patio
#

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

sweet rain
#

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

spare bronze
#

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

sage patio
spare bronze
#

thanks a ton! lemme try it out

spare bronze
#

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

spare bronze
#

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

sage patio
fading verge
sage patio
#

either that, or you're using a mixed VR setup and didn't properly calibrate the playspace

spare bronze
#

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

sage patio
#

can you click on your avatar in Unity (the root object) and look at the Transform in the inspector?

fading verge
#

Do they spawn this way for other avatars as well?

sage patio
#

everything should be 0 besides the scale

#

^ Mica has a good point

spare bronze
#

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

spare bronze
#

has anyone else had this issue with the tracker balls and an avatar?

spare bronze
#

nvm found the issue lol

tired lion
#

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?

fading verge
#

is there anything i can do to fix this to make it useable in vr chat?

#

mmm...

ornate cairn
#

it's bottom point needs to be above upperleg top point

fading verge
#

hmm...im not really sure how to move bones ^^'

#

what should i do here?

languid pewter
ornate cairn
languid pewter
#

can it cause the hip bone to just spaz out

ornate cairn
ornate cairn
fading verge
#

wait but which bone do i move?

languid pewter
ornate cairn
languid pewter
#

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

fading verge
ornate cairn
ornate cairn
#

look at pinned messages of this channel

languid pewter
#

does the bottom of the spine being like halfway in the middle of the hip cause some vaguely similar issue

ornate cairn
#

unity needs them to be connected

#

or they can keep offset but they need to be like they are connected

#

so like this

languid pewter
#

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

ornate cairn
#

well fix it and check if that will fix issue

fading verge
#

AH shoot wrong message!

fading verge
ornate cairn
#

but shouldn't

fading verge
#

is there anyway to fix this issue?

ornate cairn
#

your hip bone was curved to upper legs with not 180 angle

#

you just rotate it so it is

fading verge
#

dose this look right?

ornate cairn
#

your hips are still too low

#

make it so it's like that

fading verge
#

better?

ornate cairn
#

yes

fading verge
#

can i put it into unity now?

ornate cairn
#

yes now you can test it

terse igloo
#

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

fading verge
#

haha yeah!

languid pewter
#

i've had like 2 avatars work right off the bat

fading verge
#

That’s super luck!

fading verge
terse igloo
#

yea you can name it "thiccModel_update2" or somethin, whatever you want to distinguish it

fading verge
#

Lol okie ^^

zealous basalt
#

anybody here who knows about disappearing hair when importing from blender to unity?

#

looks fine on blender

onyx python
#

I'm kinda new to all this, so maybe this is a stupid question: can I have two armatures on one avatar?

sage patio
onyx python
#

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?

sage patio
#

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

onyx python
#

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

sage patio
#
  • 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

onyx python
#

I am REALLY bad about overthinking solutions to things lmao. thank you so much!

sage patio
#

👍

ornate cairn
# zealous basalt

it's not rig problem but you checked the normals? maybe they are flipped on wrong side

onyx python
ornate cairn
fading verge
onyx python
#

why cant i paint the tail?? i am a little lost here lol

ornate cairn
fading verge
#

how about here?

ornate cairn
onyx python
#

i manually joined the meshes together earlier, so it was seperate earlier, but it shouldn't be anymore

ornate cairn
#

sometimes it happens

onyx python
#

it's still doing that,,, hmm

ornate cairn
onyx python
#

like this?

sage patio
#

uh

#

are the normals flipped lol

#

select all of the tail (hover and hit L) and do alt + N > Recalculate outside

onyx python
#

didn't really seem to do anything

fading verge
somber roost
#

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

autumn sonnet
#

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?

fading verge
#

@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

autumn sonnet
#

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

gleaming spoke
#

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

somber roost
#

Side view?

#

it seems like the hips and spine may be angle in a weird way that when straightened is causing it.

onyx python
#

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

somber roost
#

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

tired lion
somber roost
#

You didnt break anything :>

tired lion
robust crescent
#

Change your pivot setting

tired lion
#

in blender?

#

how do i change the pivot setting in unity?

sage patio
#

top left

tired lion
#

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?

sage patio
#

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

verbal torrent
#

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

somber roost
#

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

tired lion
#

i tried making a animatronic but when i used cat to make it all one mesh it screwed up the avatar

somber roost
#

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)

worn swift
#

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?

somber roost
#

the vertices for the shoe parts are not apart of the leftfoot (or what ever the skeletons name for it is) vertex group

tired lion
#

how do i set there location, scale and rotation?

worn swift
somber roost
somber roost
tired lion
#

is it ok to select all parts and apply there location?

tired lion
#

it kinda messed up the eye

somber roost
# worn swift How do I fix that, I'm not experienced with blender

⚠️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...

▶ Play video
worn swift
#

Ok, thank you

somber roost
#

then you should probably check how the eye is structured

#

in anycase, that was not the original issue anyway

tired lion
#

idk what it is doing anymore

#

now it just does this

#

it removes the textures

#

idk what is going on anymore

somber roost
#

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

tired lion
#

i do have some parts as one

somber roost
#

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

tired lion
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so the materials are causing it to mess up from joining together

somber roost
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Its my initial guess yes.

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since the mesh seems fine, its the colors that go all over the place on join

tired lion
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they are named material. then some random number

somber roost
#

Not very clean, but Im guessing its just an avatar without textures too, those are just base material names

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in anycase, it should work just as it without the joining just fine, but VRC will complain about avatar complexitivity.

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should work otherwise in the unity

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but make sure you select the armature bones not the parts when doing the bindings or the tests

tired lion
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how would i rig it without doing what i was doing

somber roost
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isnt the rig already in place on the avatar?

tired lion
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i parented the meshes to bones

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to work like a animatronic but unity doesn't like what i did

somber roost
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Yes, but you were rotating the parts, not the bones them selves in unity

tired lion
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yea but also getting errors to

somber roost
#

⚠️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...

▶ Play video
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something somewhere went incorrectly

somber roost
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its easier to work with when you have the mesh a single unit

tired lion
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ok

somber roost
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armature = being the skeleton that is

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you skin the mesh to it, while the skeleton it self and the methods of controlling it = rig

tired lion
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i can only join couple of stuff before materials start to glitch

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so how would i rig this with so many parts and vrchat stop being mad about it

tired lion
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found why it wasn't letting me make it one

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@somber roost now what since i have it all as one mesh besides the eye

balmy totem
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When i rotate the head's bone, a whole section of the legs goes crazy. Any idea how to fix this ?

gentle harbor
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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

lyric dove
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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?

lyric dove
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nvm i give up this is too complicated im sorry to bother yall

round turtle
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posted in the wrong channel lol

tired lion
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In order to fix this do i need to add a bone for the jaw?

ornate cairn
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you just need to assign this part to head

tired lion
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oh i added it just in case

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well that is the thing it was with the head and the weight was set to 1

ornate cairn
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you checked if nothing else was weighted?

tired lion
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well i can't change anything since i reverted it

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since i got the whole avatar as one mesh do i need to use automatic weights for this?

tired lion
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why can't i assign weights in edit mode

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i just don't get it

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going to try a different bone

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and that is with automatic bones

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what is going on

ornate cairn
tired lion
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yes

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it is still pulling other parts

ornate cairn
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check if other bones doesn't have there weights

tired lion
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when i click select on jaw it selects everything again idk why

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this is what happens when i click select

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this is what i am trying to assign for jaw

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fixed it for the jaw

tame anchor
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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?

tame anchor
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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

tired lion
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how do i fix this

tame anchor
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What am I looking at?

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The jaw is not moving with the head? Is that the problem?

tired lion
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i made the model look down

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with the spine

tame anchor
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Hm, perhaps it is not parented correctly...?

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The Jaw bone I mean might not be parented correctly

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The Jaw Bone is already weighted to the Jaw right?

tired lion
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yea

tame anchor
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And the Jaw can move up and down?

tired lion
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everything is fine until it look down

tame anchor
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I imagine it is parenting then. What bone is it parented to?

oblique trellis
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Why can’t I upload my avatar I am confused

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I am new to all of this so Idk what I am doing

tame anchor
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So in Unity, if you click your Avatar object, the right side has a panel with all the properties right?

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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

tired lion
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fixed it

tame anchor
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Nice...!

oblique trellis
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Ok sweet man I think I got it

tame anchor
# tired lion this is what i am trying to assign for jaw

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

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The security breach models are well known for being very bad for performance hah...

oblique trellis
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It’s just blank now

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Ok I got that now it’s saying this

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It is grayed out

robust crescent
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scroll up, likely asking for mipmap on texture

tame anchor
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Yes, any errors that are preventing upload are labeled a the top

ornate cairn
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you probably watched 0 tutorials so i assume you didn't

tame anchor
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He only learned this menu and Unity in general existed like 2 minutes ago

oblique trellis
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Yea I literally just installed this and got the model from a site that has them

tame anchor
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If you want to tell him with what he is doing wrong, you could try helping him

oblique trellis
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I prefer actual help not useless bantering

tame anchor
oblique trellis
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And yes I have the rig as humanoid

ornate cairn
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site that have them? you checked if it isn't site with stolen models?

oblique trellis
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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

robust crescent
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yeh thats one of them 🤢

tame anchor
#

I would assume if it is from a game then it is a model rip right?

oblique trellis
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Most likely it is just ripped

gentle harbor
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i bought an avatar from cgtrader and its already rigged but it wont work in vr chat im so confused

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some people say its the armature thing but idk how to do that stuff

sterile depot
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if that's the issue, it just means u didnt change the rig to humanoid

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I had that issue a couple times starting out

magic sonnet
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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.

fading verge
#

how do dynamic bones work

golden meadow
#

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

formal hare
formal hare
fading verge
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It's ok i gave up mentally

oblique trellis
#

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

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I am new to blender so please bare with me

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I have been trying to follow along with. A few tutorials but the ctrl j command to merge them isn’t working

crisp tendon
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In object mode ?

oblique trellis
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Yes

modern beacon
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How do I make a bone parent another bone

languid pewter
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how do i do shoulders lol

lyric stratus
lyric stratus
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can anyone help with making 2D eyes pupils move? how would i even go about that

sage patio
lyric stratus
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sure thing

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one second

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im moving them with a texture coordinate, i understand i could rig with drivers, but that cant work with unity right?

sage patio
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no, that won't work with Unity

lyric stratus
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shape keys also cant work because as far as i know it needs to be a bone

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i can make these seperate meshes instead but

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then how would the pupil move and not clip through the eye?

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or maybe theres another way

sage patio
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if it's completely 2D, you can use multiple bones + constraints

lyric stratus
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i saw people using things to deform the UVs

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how would i go about that?

sage patio
#

well really, there's 2 ways you can approach this problem

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using animations: you can basically do whatever you want, but it might look a bit odd since the eyes wouldn't track properly

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or, using the existing eye bones. has the benefit of being more accurate, but limits your options

lyric stratus
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what options would it limit?

sage patio
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you can animate texture coordinates, but you can't do that based on bones or anything, it would have to be animated manually

lyric stratus
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yeah

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but i dont know whats the downside of doing the bones, or how i would do that

sage patio
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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

lyric stratus
#

by a normal eye, do you mean a sphere?

sage patio
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ye

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or part of one

lyric stratus
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its def a possibly but id rather it be 2d if possible

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if you have any direction to point me in to try the second option first, that would rock

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thanks for all the help so far

sage patio
#

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

lyric stratus
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at lead i know its possible

sage patio
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the idea is that it will follow the 2nd bone, but it will not rotate, nor move in the forward/back direction

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so it basically just moves in a 2d plane

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useful for avatars that have screens as heads

lyric stratus
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so would the eye and pupil be seperate 2d meshes?

sage patio
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the eye socket and the head can all be one mesh

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actually

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the whole thing is one mesh