#avatar-rigging

1 messages · Page 202 of 1

sage patio
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my bad

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you just weight paint the moving part of the eye to that third bone

lyric stratus
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wait so

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sorry im new to all this

sage patio
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this is basically what happens

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from right to left: head, first bone, 2nd bone, third bone

lyric stratus
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the eye itself and the pupil would be seperated in the way that if you clicked L on blender in edit mode it would select the pupil seperately?

sage patio
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yes

lyric stratus
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ok

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thats fine

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but like

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one second

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what stops the pupil from moving out the iris btw

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like this gidf

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gif*

sage patio
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do you not know about weight painting?

lyric stratus
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i do yeah

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but like

sage patio
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everything would be weighted to the head, and the part of the eye that's supposed to move is weighed to the third bone in my example

lyric stratus
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i just know the basics i guess

sage patio
lyric stratus
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i thought the pupil is meant to move

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so like

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if the green on the gif is the white, and the blue is the pupil

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if that makes sense

sage patio
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yea the pupil gets weighed to the 3rd eye bone

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the white stays put because it's weighed to the head

lyric stratus
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ok

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i dont completely get it but im just gonna try to replicate what youve done

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sorry for being so new to this lol

sage patio
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all good

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basically you just want it so that moving that third bone moves the part of the eye you want to move

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the pupil

fathom sparrow
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Hey guys. I'm new. I got a somewhat vague question.. rigging is kind of making my brain hurt trying to memorize the process of rigging. Can anyone give me a general checklist for rigging models? I think having a cheat sheet will help

lyric stratus
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@sage patioso i set up 3 bones like this?

lyric stratus
sage patio
lyric stratus
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and if i did that right, then i parent the big bone to the head, and the two tiny bones to each other?

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and here is the eye mesh just to make sure im doing it correctly

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ignore the topology

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i will fix it

sage patio
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@lyric stratus

lyric stratus
# sage patio

do i move them to the ends of the arrows or just futher right?

sage patio
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that's the parenting order

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you don't move them

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placement looks fine

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just remember that the Head of the bones (the circle near the fatter tip) is where it pivots

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all 3 of the bones should be moved up so that the head of the bones line up with the center of the eye

lyric stratus
lyric stratus
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right?

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or the fatter nips needs to be aligned

sage patio
lyric stratus
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this good?

lyric stratus
sage patio
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yep, looks good

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once you're back in Unity, add a Position constraint to the 3rd eye bones

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with these settings (note unchecked Z, and ignore Pos. at rest and Pos. offset) then click Activate

crimson plover
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Heya! Currently have a problem with a model I'm making where the characters Tposed in game despite it having a humanoid rig and such. Anyone know what step I might have missed when rigging the character?

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The character's rig looks like this in Unity, and I think I'm missing a bone for the upper chest and toes if that's what's causing the issue but not really sure. 🤔

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(didn't know if this was supposed to go in help or rigging so sorry if I messed up the channels haha)

forest swift
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Mabinogi to VRChat RIG from 0!

gloomy rain
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I'm trying to make an avi for a friend, but noticed that the hoodie moves with the legs, which it shouldn't.
one side is fine just the left side is doing that? help??

lyric stratus
lyric stratus
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you can do that via a mirror modifier or mirroring the vertex groups

lyric stratus
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(please ping me if you get around to answering so i can see it :) )

lyric stratus
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should it just have the same weights as the head?

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and what kind of weights should it have on the 3 bones that i added? just all the way red?

sage patio
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the first two have no weights at all

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only the final bone, the one closest to the eye, has the pupil weighed to it

lyric stratus
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alright

sage patio
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no, there should not be any kind of gradient

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in edit mode, hit L to select the whole pupil. in weight paint mode, enable Vertex masking in the top left, set your weight slider to 1, and do shift + K

lyric stratus
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ok

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thank you so much for all the help so far by the way

lyric stratus
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i clicked this and

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when i do shift k, it says this

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oh i think i see why

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haha im so stupid but it works now

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now do i go to unity?

stable fern
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https://sketchfab.com/3d-models/nier-automata-robot-878e4b8066064024a4ee0e8889b19904
I’m trying to rig this model for an avatar/NPC, but it just doesn’t work for me… I don’t understand rigging at all… Can someone please help me understand?..

lyric stratus
sage patio
lyric stratus
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OK

sage patio
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if you manually move that third bone, does the pupil move?

lyric stratus
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the whites of the eyes are a bit hard to see but still

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you can see they move with the head bone

sage patio
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uhh this isn't as 2D as I thought lol

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not sure if my technique will work for that

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it seems to me like just having one bone per eye but placed far away from the eye would work best

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the further away from the eye the bone is, the less it rotates on itself

lyric stratus
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it was completely 2d but uh i changed it like this because this is how i though its meant to work

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but i have one issue with a single bone like that

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lemme make a gif

sage patio
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so if you picture a large sphere that has the same curvature as the face, you want the bone to be at the center of the sphere

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it doesn't matter if the bones go outside of the head or not

lyric stratus
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or just outside of the eyes

sage patio
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well first, they should be inside the head, not outside

lyric stratus
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thats the thing

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i want it to look as 2d as possible

sage patio
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you can have the eye sockets be intended but not look like it if you're using flat shading

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you can also edit the normals to all be facing forward

lyric stratus
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but if its not gonna work outside though i understand

sage patio
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that would be a poiyomi shader thing

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but just having the normals aligned would help a lot

lyric stratus
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how do i manually align normals

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i know how to like

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recalculate them

sage patio
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separate the eye socket mesh, add a NormalEdit modifier, and apply it

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before and after

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normal editing is a common thing when making stylized/toon models

lyric stratus
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oh yeah

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i know about this ok

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so

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i should model eye sockets into the character?

sage patio
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I would recommend having eye sockets, and having the eyes moved back to be in them

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that way, the eyes can move to the side and look fine

lyric stratus
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and there is definetly no way to do it if the eyes and pupils are images like i can in blender?

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its not the biggest deal if not

sage patio
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not if you want to use VRChat's eye look system

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if you have a headset like the vive pro eye or varjo aero, you can use the eye tracking to drive animations that move the eyes by moving the textures, like you did in blender

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but there's no way that I know of to drive a texture offset using bones

livid flume
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What do you need for a avatar to be uploaded to vrc?

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and do I need shoulders to upload a animatronic avatar?

lyric stratus
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i will try to make some eye sockets

scarlet hare
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hello! I have a quick question regarding rigging my vrchat avatar?

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can you have the head bone detached like this?

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its still parented to the neck bone...

sage patio
# scarlet hare

you can, but remember that a human will be wearing that avatar. you should do your best to make it follow the humanoid skeleton as closely as possible

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you should also straighten the spine

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having the head bone further forward like that might lead to some weird bending/viewport drift, but only one way to find out right

scarlet hare
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?

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huh

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I cant post the pic

sage patio
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you could also use extra, unweighed bones for the neck and head, and have those be perfectly aligned like a normal human

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and then use either constraints or FinalIK to drive the actual neck/head of the shark

scarlet hare
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my pics are being blocked?

sage patio
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odd

scarlet hare
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welllp

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idk how I can ask if its better if I cant show it

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so wait if I have two head bones...how do I dictate which one is actually used for vr?

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or does it just assume the unweighted one is

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@dawn oak the bot seems to think my images are explicit? is there a fix to this?

dawn oak
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If it's the discord clyde bot, not anything I can do about it

scarlet hare
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damn

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well thanks for the reply

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:I

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is this straight enough?

sage patio
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use pose mode to fix the spine

scarlet hare
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how come? :o

sage patio
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your spine is heavily leaning forward

frozen cipher
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For those of you who rig digitigrade legs, do you also create digi toe bones? or just have the planti toe bones. Ive been following the DragonSkyRunner/kaideart tutorial but man do my avatar's toes get fucky when modding poses to work with the leg digitigrade leg rig

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I didnt see anything in those tutorials about creating digi toe bones, just the normal planti bones

weary zealot
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Hello everyone, should i put a upper chest bone on my rig?

young wind
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im no authority on rigging but i suppose it depends on if youd like to have better twisting in the torso if i remember my rigging courses properly

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unrelated, anyone have tips on how i should lay out bones for this stupid jacket. i should never have designed it like this

sage patio
naive ermine
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Hello, say I have fbx model but its rig is ugly. Where can I get minimalistic human rig which has everything and optimized for VRC (all bones for default animations, jaw, eyeballs, conventional names and hierarchy)? Everything I've downloaded has some extra bones and other stuff from I guess some 3dr party rig software. I just want to paste it over my model and weight paint it from scratch.

frozen cipher
young wind
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the curtails only, sleeves r just the arms

frozen cipher
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I would make a root bone around hip level, and then make chains of bones where you want those curtails to deform. Then weight paint the lower end of the coat to those bones. I am by no means an expert, but thats how I would do it from what Ive seen from people animating clothes with dynamic bones

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So if you wanted to make it simple, Id have your root, then maybe 4 different chains of 3-4 bones each parented to that root. (one chain per section of divided section of coat) If that makes sense @young wind

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If not, look up a dynamic bones tutorial on youtube how they do clothing for skirts and whatnot

young wind
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alright, cool! that's what i was thinking of doing, ty for your thoughts

prime quarry
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anyone know why my model's pelvis is leaning so far forward?

lyric stratus
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the eye is now in an eye socket and the white and pupil are seperate and not textures

turbid venture
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does anyone have any suggestions on how I can stop the wrists from curling like that? I've been messing with the positions of the bones but nothings helping

pastel bough
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^ Kind of on a similar note, is there an easy way to adjust my avatar's resting posture? Mine is currently a bit slouched and has its feet pointed inwards compared to other avatars. Do I just rotate the spine and legs in blender or is it way more complicated than that? 😅

sage patio
pastel bough
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Awesome, I just installed CATS a minute ago. Thank you 🙂

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Wow that worked beautifully. Too easy and it looks perfect now. Thanks again!!

lyric stratus
covert ember
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I'm trying to make new shapekeys and contrary to my last attempt that I did with cats blender plug in, I wanna make them from scratch and try to make them match my actual mouth movements better. Any tips or tricks on how to do that? Like, is there stuff that I should avoid/definitely do?

sage patio
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you can also refer to the Oculus Viseme Index for references

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if you have a furry avatar, this might be helpful

fading verge
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r

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rato

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Cuuute

covert ember
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humanoid, but helpful nonetheless ^^

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thanks ^^

turbid venture
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does anyone know why the thumb is going so far out?

sage patio
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not sure why there's an extra bone chain lol

rose jacinth
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I dont know if this is the right spot to ask but is there someone outthere who can add a model into vrchat for me

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And add bones as well ?

pastel loom
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Any of you rigging wizards know what causes this hip issue with FBT? Its been a long while since I've run into this issue so I can't remember the fix at all

robust crescent
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compare it to the pic above here, im guessing your hips way to low/odd

pastel loom
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I remember seeing something about the position of the hip bone itself, but I can't remember, does it need to be above or below the top of the thigh bones?

ornate cairn
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it also needs to be pointing at spine

pastel loom
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Will try those, thanks

turbid venture
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I've fixed the way the thumb/hand was rigged but I still cant get the thumb to stop stretching out like this, does anyone have any suggestions?

languid pewter
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idk if thats a good solution atall

turbid venture
pastel loom
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interesting that Discord counts a screenshot of my rig as NSFW content, I was about to send a screenshot

pastel loom
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The hip still comes out twisted but only after I calibrate, it's fine in animations

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I feel I should note though, the RIght Thigh bone does a similar thing, and I have to account for it by offsetting it 90 degrees along its Normal Z

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or rather, all of the bones are offset by 90 due to being from a different engine, and I was able to get away with rotating them each 90 degrees but the Right Thigh I had to leave in place

weary oak
# pastel loom i.e.

Reset your bone rolls in blender if you haven't already (Select all bones > Item tab on the left > bone roll '0' > right click > copy to selected ), then change your rig from humanoid > generic > humanoid so unity updates to the new skeleton config
Also if you're importing an FBX from another engine, there is an import option under 'armature' that lets you change the primary/secondary bone axis so you don't have to rotate everything manually, just FYI 🙂

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As far as your fbt issue, maybe its coming from how the legs are spread like that? I'm less familiar with fbt setups, but I know the legs are supposed to be basically vertically aligned along the joints... Like, if fbt made the one leg straight down, maybe the other would be sticking off to the side the way you described, and the rotated thigh bone could just be introducing more jank elsewhere after the fact
Mostly guessing though I'll admit

void canyon
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when you get a new head and it is too galaxy brained compared to your old one

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bursting at the seams

void canyon
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halp

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I generated the Right/LeftEye bones via CATS and they work fine on the rig mapping configuration:

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however when i save the mapping, the eye is gone

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seems to be skewed somewhere like this above the eyeball

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since the iris is outside of the eyeball, no amount of fiddling with the rotation states seems to line it up

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i'm pretty lost, it works perfect in blender, works perfect in the bone mapper/muscle tester in unity

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but it dun work

languid pewter
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i never feel like im using the right channel, but what can make the pose slightly different between unity and blender

robust crescent
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Those eyebones looks way too high up

void canyon
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maybe the base head had the original eye bones too high up?

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so weird that it works fine on everything else lol

weary oak
# void canyon

Did you try rotating the eyes 90 degrees X in the rotation states here?
Also if the original rig came with eye bones why generate the eye tracking with cats? Am I missing something that cats does special?

ornate cairn
void canyon
void canyon
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well, at least they are in eye-socket height

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i guess

weary oak
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Adding to Z in the rotation states might help that
Hard to tell with just these screenshots what all is going on though

void canyon
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yeah

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basically, the base eye bones work, but they're not aligned right so it comes out cross eyed in unity

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the CATS generated eye tracking, based on those two eye bones, have the pupils show up way too high in the model

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i havent had the chance to see whether they're aligned right or crosseyed lol

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basically, i had these eyes, i went into the eye tracking like so:

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and then it generated these two upwards eye bones for me

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the bottom bones make me look crosseyed, the CATS bones are straight up gone

weary oak
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So you imported to unity, saw the eyes, went into blender to generate the new eye bones, and reimported to unity?

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Idk why the original eye bones are offset like that, that's weird tbh.

void canyon
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basically, yes

weary oak
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Did you reset bone rolls before exporting from blender, and change rig to generic and then back to humanoid in unity after you reimported?

void canyon
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i did the generic bit, but not the roll bit

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let me try it

weary oak
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Bone rolls do crazy things I've found lol

void canyon
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welp

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all 4 of them are on 0 degree roll lol

weary oak
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Well at least we've eliminated that as a potential issue

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Are any of your bones in Blender posed, or are you in base rest pose?

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Those original eye bones still bother me lol

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If you wanted to send me your model, or stream for me I could help you troubleshoot.
Only if you were comfortable with that of course.

void canyon
void canyon
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i adjusted the eye bones to look less weird and it seems to have made it better?

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made them look straight out

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smack dab in the middle

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it woooorks, but the rotation to make it look forward is weird

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aha!

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i straightened them upwards like this

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and it works perfect

weary oak
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Sweet!

void canyon
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you were right, the original bones were f'd up

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thanks man 😄

crisp tendon
weary oak
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No prob, glad I could help 😄

languid pewter
crisp tendon
scenic ridge
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need some help

void canyon
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can't help if ya dont mention the issue

buoyant dove
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so if im using a four legged animal what would be the best way to have them walk correctly

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like i know theres a special system for spiders but would that be effective on this

sage patio
buoyant dove
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is there a free one

sage patio
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no, but FinalIK frequently goes on sale for 45$ in the unity asset store

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another option that might not be as effective but still looks okay is to have rotation constraints on every bone of the rear legs that are constrained to the front legs

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depending on how they're rigged, they may not work perfectly

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but worth a shot

fervent hornet
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Constraints are the free way but they are 🤢
FIK is the good way but its fucking 💰

nimble crescent
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all i did was change a eye texture

tribal isle
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these are the values

fluid flame
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So I believe this is the right channel for this but my model is constantly stuck in the ground like this and I cannot figure out how to fix it, the camera is at the correct height but the rest of the model isn't.

fair plank
fluid flame
fair plank
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Ah is the origin correctly set in Blender/3D program of choice? maybe

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Like in Blender are the feet below the 0 point?

fluid flame
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the origin is right between the feet

fair plank
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Is this a new issue for this model?

fluid flame
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I'm trying to upload it for the first time

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I made this model myself so there's no base

fair plank
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Gotcha

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Bones in the right order?

fluid flame
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Yes, I found out that in the rig menu it was below ground, but not in the standard viewport so I was confused

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thank you for helping me though

whole valve
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Im trying to rescale my avatar to more human-like proportions and whats resulted from that is when i sit down (on a chair with my legs/knees bent on a 90 degree angle) and rest my hands on the top of my legs, my hands now go through my legs.
I can't figure out what aspect of the avatar i need to change in order for that hand-to-leg contact to be accurate again. Is this related to where my hip tracker lines up? Is this related to arm/leg length ?(i tried shortening arms but didnt appear to have any noticeable effect)

fair plank
whole valve
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I guess i mostly am trying to figure out what body part ratios decide how far down my hands will go (so i can adjust those and bring that level up to meet where my legs would be when sitting down)

fair plank
fair plank
whole valve
sharp gyro
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Dunno if this is the perfect channel for this, but is it possible to make an avatar that's just a walking box on legs? No articulation or moving parts above the hip. I'm a complete newb who doesn't really know what they're doing, I imported two source engine models into blender and merged them, trimming off most of the stuff I don't need. Need advice on how to proceed to make this a usable avatar, if possible.

ornate cairn
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easiest solution

sharp gyro
ornate cairn
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this avatar seems to have rig is it rigged?

sharp gyro
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Well, it came with a skeleton, so maybe? It's from team fortress 2, not designed for use in vrchat as an avatar. I deleted the parts of the skeleton related to the arms and head/neck, but I've let parts of the spine just in case. The upper box part isn't linked to any of the joints, so it doesn't move when the skeleton is manipulated (unlike the legs)

ornate cairn
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well you need full humanoid rig for it to work but all the bones above upper legs won't be moving anything they will just exist so unity will mark the rig as humanoid

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and that's all

sharp gyro
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Ah, that makes sense. Since I deleted the original bones, is is possible to make new ones in blender?

ornate cairn
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blender is tool for nearly everything in 3d so yes

sharp gyro
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Also wondering if it's possible to make it simplified to save time. Like, do I need multiple spine bones, or is just a straight spine okay? What about fingers?

ornate cairn
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i think you can use addon called rigify and generate full rig

sharp gyro
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Gotcha. Hopefully I can preserve the existing rigging in the legs

scenic ridge
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need some help

sage patio
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in your case, you'd probably want to have the whole box weighed to the Hips

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and then the legs rigged normally

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every other bone will do nothing

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but it's required for it to be considered a Humanoid rig

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some bones can be omitted, namely:

  • upperChest
  • fingers
  • toes
sharp gyro
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Much obliged!

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What I need to figure out how to do now is assign bits of geometry to different bones. Mainly, the box part I'm adding to... maybe the chest or part of the spine?

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Actually, is it possible to get the box on top of the legs to always remain upright? So if I crouch down, lean around, etc., the box doesn't tilt, nor would it sway around when moving.

scenic ridge
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idk what im doing with unity\

sage patio
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the way you get parts of a mesh to move with an armature is by assigning vertices in that mesh to Vertex groups. if a bone shares a name with a vertex group, then moving said bone will have the effect of displacing every vertex in that group, proportional to the weight given to each vertex

weight painting is just the process of mass-assigning vertices to vertex groups using brushes

sharp gyro
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I think I sort of understand this. I get that when vertices are paired to a joint, they move with it... but this sounds like they can move at different rates based on weight? Is the weight for simulating physics in dangling bits like hair or skirts?

sage patio
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if you take a knee joint for example, there's a weight gradient for the upper leg group and the lower leg group

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at the knee

sharp gyro
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Is weight just a term that's being used for this, or is it actual weight in lbs or kgs or something?

sage patio
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like in a "weighted average" for example

sharp gyro
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ah

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Okay, I think what's confusing me is why a joint would have a weighted influence on the vertices paired to it. I'd think they'd just move with the joint, or not? Like if I move my arm IRL my skin just moves with it

sage patio
sharp gyro
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Oh it's for the joints!

sage patio
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red = 100% weight, blue = 0% weight

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green 50%

sharp gyro
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Ah, so it's to simulate soft tissue or materials deforming and flexing

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So for something like a robot, where no pieces are deforming, just a bunch of solids linked together, can you omit a weight gradient?

sage patio
sage patio
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yes

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add an extra bone, have it parented to the hip bone, and weigh the entire upper body to it. then in Unity, add a Rotation constraint to it, and have it target the Armature object. in theory, that should work

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the Armature is not supposed to rotate, it should just stay upright

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you would maybe want to uncheck the Y axis in the rotation constraint, so that it can still turn side to side

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but not tilt

sharp gyro
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Perfect, thank you!

sage patio
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which only move 50% the amount that the lower leg does

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you'd have an extra bone for the kneepads, parented to the upper leg. then you'd add a Rotation constraint to it, set the source as the lower leg bone, and set the weight of the constraint to 0.5

sharp gyro
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Alright, I've exported that model as an fbx, and reimported and 'fixed' it with the CATS plugin. Obviously the skeleton is a little messed up, is it possible to do a little surgery with the armature template you sent me? Join the upper body of the template armature with the pelvis and legs of the one I have.

sage patio
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yea, you can just import the template armature, delete the lower body, delete the upper body bones in your rig, then join the template armature to your rig

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then parent the bones the right way around

sharp gyro
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👍

sage patio
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don't forget to add an extra bone for the "box" of the avatar

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parented to the hip bone

sharp gyro
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hmm, what about height? It seems my model is several orders of magnitude larger than the armature you sent. How tall would that armature be in-game? Is there a 'vrchat unit' that needs to be converted to blender units?

sage patio
sharp gyro
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oh perfect, metric units!

sharp gyro
sage patio
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to select stuff, you can hover over a piece and hit L to select all of the connected vertices

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can also enable X ray mode, select an area, and do ctrl + L to select everything else connected to what you selected

sleek isle
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One thing I not sure about rigging. Why some character eye tracking durp a little ? Joint to close to each other/orientation/ etc.

sharp gyro
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@sage patio Sorry to keep pestering ya, but how do I actually parent this vertex group to a bone? I thought it was done by going into the constraint menu, making a child of the armature, then selecting the bone (as I've seen a few tutorials do it), but when I do that it shrinks the entire model down (legs and all) enough to make it nearly invisible, rotates it a random direction, and parents the whole thing at once.

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I think the strange size change has something to do with the fact that I scaled the entire model down a while ago

sharp gyro
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Wait, I actually did it! Sheer dumb luck, but I did it

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trying to use blender is like trying to wrestle a bear

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although now if I try to scale the avatar-in-progress back down to a reasonable size, the armature and the model scale at different rates

#

I have a feeling that I'm trying to do something that I need months of study to even comprehend

#

ctrl+z doesn't undo this... welp I tried, I think my work is lost

sharp gyro
#

I ended up remaking it, and it seems to be functional, it's at the correct height, and all the vertices seem to be paired to the correct bones

#

not even sure what I did differently this time

#

Now I just need to figure out why the two different textures are pink and purple instead of what they should be, despite both textures being loaded and the UV map panel showing them working as they were before...

hidden ether
#

Can somebody explain to me what the correct example of this is supposed to look like, or point me to a good example?

hidden ether
#

oh, cool, thank you and sorry for not looking

ornate cairn
#

basically

left brook
#

hello I need help my avatar is standing on toes against on whole feets

radiant verge
#

Does anyone know why this happens?

sleek isle
#

Vertex group not matching the bone name

#

By the look of it, you probably merge twist bone or something.

marsh flame
#

Hello, I need a tip of advice. Basically my entire rig seems to be working perfectly fine (arms and legs have IK rig but deleting it didn't change the issue) but there's a problem with elbow doing weird things. Basically when I try to pose my character with hands nearby her face, the elbow does this. I've attatched pictures of weight painting, maybe I did something wrong there?

crisp tendon
#

You can extend the weight paint on each side more, but part of the elbow could be painted to something it shouldn't be

gilded ibex
#

when an avatar has that knee clasping problem, what are the bone fix in blender that can be made that are future proof? (not my picture, just for illustration)
already disabled the ankle bone inherit rotation.

robust crescent
#

Straighten the legs, those are when they arent

sage patio
robust crescent
#

upper leg on that pic always bothered me, line is straight , bone is not 🔨

gilded ibex
#

like this?

robust crescent
#

usually from the front make those legs go cross

sage patio
#

from the side, the knee should be bent. the same way your real leg would bend

#

from the front, it should be absolutely straight

#

select the leg bones (upper leg, lower leg, foot and toes), and do S > X > 0 > enter

gilded ibex
#

yeah since this is the 1st time im doing the merge armature process, the resulting bone structure are a bit different from my usual routine.

sage patio
void canyon
#

any point to mapping the jawbone if all my visemes are setup already?

#

i have a bad case of mouth agape syndrome & i'm wondering if its worth fixing vs. just unmapping the bone

sage patio
#

you don't need a jaw bone for visemes at all, but it's useful to have for the purpose of creating shape keys

atomic panther
#

is there a reason that my avatar has the walking animation on PC but on oculus it's legs arent moving?

atomic panther
#

I hadn't clicked anything in settings except adding to the tail- I'm a noob.

#

(Currently I'm using physbones) - do I need to uncheck that or make sure it's checked?

atomic panther
#

figured it out- it had 2 separate rigs and it was messing with it (idk how but it did)

hasty copper
#

I'm having an issue where the Eyeballs when you click "play" in unity (They also show up in game like this). They move out of my head.

#

It looks normal, and I can do the "look up/down/left/right" eye movements and it looks fine.

#

Here are the two eye bones in blender

ornate cairn
hasty copper
#

Other models have them like this. And it works in NeosVR like this..

sage patio
ornate cairn
#

vrchat needs them vertical so pointing up

hasty copper
#

Nope, didn't need to do that. I ended up renaming the bone from LeftEye to Eye_L and when I opened that model it complained about errors and I had to tell it where the eyes were and now its working.

#

Hey and that naming is also working in neos!

Well I'm glad I figured it out.

hasty copper
#

I'm pretty sure what caused my issue is the fact I'm still learning blender and this was my first time having to make a bone and vertex group.

And somehow I ended up with two bones linked to the eyes. And original I just told VRchat what bones it should use.
Where as NeosVR wanted the use the other bone.
So when I moved the bone Neos wanted to the same position and deleted the other bone.
VRchat still was looking in that lower position of the old bone it appears.

mortal goblet
#

If anyone has an example rig for a 4 legged animal please send it my way

sullen goblet
brisk terrace
#

I was wondering if there is a way to make a sleeve not rotate with the arm its on. My character has a coat that's kinda hanging on their arm and if i rotate my arm it also gets rotated with it. It has to follow the arm when its raised or pushed forward

gleaming mesa
#

Because thats what you want in the end, lock one rotational axis

brisk terrace
#

they are already using their own bone and i tried locking every possible combination of axis but the arm bone doesnt rotate on one flat axis ... when i rotate it on itself , it's using all 3

brisk terrace
#

see when i rotate the arm on the center axis , all 3 axis turn ... no clue why

brisk terrace
gleaming mesa
#

The rotation shown in unity here is something, but it isnt local iirc

brisk terrace
#

i tried the constraint with ever combination of x y or z turned off and nothing worked

keen jasper
#

hey everyone i joined this server because i need some help. My name is alyssa and i recently bought and avatar off of gum road and i sent the files to a friend to upload it for me. it said it came with a quest version and file so that it works on quest too but the friend that uploaded it for me couldn’t figure it out so i was wondering if there was someone that could look into it for me and help me out. if you think you can help or know someone that can please DM me as i just ordered my vr and i’d love for my avatar to be compatible. ty! just do me if you can help <3

formal hare
short radish
#

what is the best way to convert VRM spring bones (from vroid) to the new physbones

#

if I try to use VRM converter for VRchat all the spring bones dissapear and then I'm just left with the skeleton and no hair bones or anything to work with at all so i dunno

#

before convert vs after convert

#

nevermind i just did it through blender

keen jasper
modern sorrel
#

Someone knows why when I make eye tracking it only moves in place.? It looks weird when it does

edgy willow
void canyon
#

hello, anyone know of a way to limit the range of movement on a bone in one direction, without dynamic bones?

#

i have this shoulder pauldron that i'd like to move relative to the shoulder+arm bones

#

right now the armor bone is parented to the shoulder, so when i raise my arms, the thing clips:

#

if i parent it to the upper arm, the armor moves too much (left is parented to the arm, right is parented to the shoulder):

#

Is there any way to make it so when i raise my arm, the armor raises as well, however when i put the arm down the armor levels and stops horizontally?

robust crescent
#

Merge shoulder pad bone to arm / parent it to arm 🤷

void canyon
#

refer to the second picture, if i parent it to the arm then it does not level horizontally when i put the arms down

fading verge
#

There's no good way to get pads to stop in a certain position. I've tried to no avail

void canyon
#

:( aww

#

im not particularly skilled at blender, so i guess i'll have to live with it haha

robust crescent
#

if its pc, you could try constraint in unity

void canyon
#

i'd like to make it fallback compatible, are these constraints disabled on the quest?

#

actually, unity and not blender?

robust crescent
#

They are not

#

pc one could use it, quest would have to remove em

#

could still be a fallback just quest one might be bit derpy shoulderpad

#

majority would never actually notice it anyway unless you point it out

void canyon
#

😂

#

30 google tabs deep on a topic later: "man, it doesnt actually matter"

languid pewter
#

my friends always say people will never notice stuff lol

brisk terrace
#

im running into a problem with full body only. body parts get mapped to the wrong places and the model collapses

#

the model works fine without full body

spare perch
#

i added blend shapes to my model in maya for blinking and visemes but when i import the model to blender the face is all messed up

#

😰 jesus

#

flipping the normals does nothing somehow

#

importing with custom normals disabled seems to fix it?? i think?? idk what else is gonna be messed up tho

spare perch
#

do the eyes need to be combined with the body mesh for cats to do the eye tracking?

sage patio
#

all you need is for your avatar to have its eyes weighed to eye bones

spare perch
#

oh nice

sage patio
#

they should be part of the same mesh as the body

#

the bones should be pointing straight up with no roll

spare perch
#

welp

#

parenting them to the body mesh wont do right

sage patio
#

no, you should first have the eyes weight painted to their respective bones, and then join the mesh

spare perch
#

ill have to redo the bones cuz i made em like this

#

thanks for tellling me tho

sage patio
#

you can just rotate them

#

also, make sure the bone is in the correct spot

#

the head of the bone (the fat part) is the pivot

spare perch
#

you mean the sphere?

#

yeah the eyes are weighted to them

sage patio
#

okay cool

spare perch
#

yeah combining the eyes and the mesh is just not working out for me

#

to export the fbx id need to get rid of the non deformer history

#

which it wont do after i merge them together

spare perch
#

Oh god do i need the mouth parts to be merged with the body as well for the visemes
I can make blend shapes for each part with cats but im scared thats not gonna work out in game or in unity

karmic basalt
#

Hello fell people of the internet

#

Anyway. If anyone who make models from scratch has time to help, id love some help

#

I have an obj file that i have rigged myself, all the bones and such work and everthinh

#

All that is to do is to import it into unity and also i need the uv map to colour it

#

Im not sure how to do this so any help or tips would be appreciated

novel aurora
karmic basalt
#

Okeoke

#

How do i do that

pale ingot
#

im fairly new to avatar creation so this might be a stupid question, but if i wanted only the pupils of my avatar to glow but the eye is all one thing how would i do that

sage patio
#

a mask is just a black and white (or with gray-scale) texture

#

where there's black, no glow

#

where there's white, it'll glow

gentle veldt
#

not sure if this is the correct channel but....
anyone know why my cats blender plugin is misbehaving? it is up to date i already checked

robust crescent
#

downgrade blender to 2.9x

void canyon
#

Cats misbehaving eh, that's standard behavior

#

Try petting it a little 😆

gusty flint
crisp tendon
sharp gyro
#

Something I've noticed, that I'm sure is probably known to most people here, is that some avatars have different 'animation templates' on desktop. Not just moving differently due to different proportions, but different postures as well. Many humanoid avatars I've used have a crawling animation that makes them look like they're supposed to be holding a rifle, while others do not, some crouch with the hands in different positions, etc. What's the deal with that? This is something you can choose when you create the avatar, right?

fading verge
#

Yes, you can change your avatars animations in unity

#

Dont really remember how though, havent modeled much in 3.0

opal dome
#

im getting a vroid custom model commissioned rn and wanted to get it rigged for vrchat once its complete but its been so hard to find commissions for it and then i remembered i was in this server

shrewd flame
#

Hello! Sorry if this isnt the right place to ask but I've been screaming at my PC trying to get this avatar to work, when I look up or down the whole model moves with the head making it crouch when looking up and go on really high tip toes when looking down, It also walks around a bit when looking to the sides, I googles a little and saw one person say it might be due to where the VRC Avatar Descriptor is placed but ive tried moving it around and its still the same, any advice?

leaden ledge
#

hai, can someone help me with a model issue? im not sure where to talk about this... its when i do blendshapes in anim files.

#

i think the face part of the mesh is clipping thru, why is that?

leaden ledge
shrewd flame
#

Its weird, It looks like everything works completely fine in the muscles & setting preview, yeah ill have a look at the rig again :[

rose wagon
#

You can change it if you want.
And 3.0 let's you have multiple different prone idles if you so choose. Sdk2 was limited to one for both PC and desktop

sharp gyro
#

Neat, thanks!

#

I'm still quite new to this game, how are different animations toggled? I've discovered the rotary menu that pops up when you press R, but is there a way to bind animations to specific keys?

sage patio
#

the gesture you're doing can then be used to trigger certain animations

#

if you want to add things to the menu, you can do that too

#

so that you can hit R, and select a thing in the menu to do something

sharp gyro
#

Can keys be remapped at all?

sage patio
#

stop posting that shit in every channel

sage patio
fading verge
#

I've given up on this avatar, but i'd like to know for future reference, i used VRoid to create an avatar and then put it into blender, when i try to create eye tracking, it says that the bones need to be in a specific order. This is easy enough, but there is an extra bone parenting the neck which i could not get rid of, meaning there was an extra bone preventing it from being in that order. The bone was "upper chest". Sorry if this is not the right place for this.

sage patio
fading verge
#

oh, i was watching a tutorial

sage patio
#

UpperChest is actually a good bone to have with the new IK, you should keep it

fading verge
#

ah

#

ok

sage patio
#

what date was that tutorial uploaded?

fading verge
#

uhhh

#

lemme check

#

Feb 18 2022

sage patio
#

wow alright

#

was expecting it to be super old

fading verge
#

yeah lol, i might have been misunderstanding some of it but idk

sage patio
#

the eye tracking setup is done in Unity. you basically just specify the eye bones in the Avatar descriptor, and specify the maximum rotation of said bones

fading verge
#

Ah

#

It was using some CATS blender plug-in or something I think that I tried to do it with

sharp gyro
#

Can the rigging and texturing process be done in unity? Blender is just so frustrating to work with, I'd rather make the raw geometry in something like solidworks, and take my chances learning to do everything else in something unfamiliar like unity

sage patio
#

Solidworks is a CAD program, it's not for polygon modeling for games

#

Blender isn't the only option, but it's the most popular one, and the one you'll be able to get the most help for

#

the learning curve of blender is steep, but it's important to have patience and perseverance

#

for texturing, blender is actually not the best option

#

Substance painter is a much better solution

sharp gyro
#

Solidworks can export STL, which other 3d modelling programs can work with, I've done it a handful of times, being able to export the parts at varying polygon amounts is nice. Was hoping to use that as a shortcut, since I have a lot more experience with solidworks than anything else

#

oh well hahaha

sage patio
#

converting CAD into STL will result in an extremely bad model, topology wise

#

that will make it extremely hard to nicely UV unwrap for texturing, and weight paint for rigging

#

if you want, you can make your base model in SW, export as STL, and then use blender to do a "retopology"

#

where you essentially construct a new mesh on top of the original high poly version

#

using tools like the Shrinkwrap modifier

sharp gyro
#

I was actually planning on doing something like that manually with sketchup... that's probably just sounding like increasingly dumb excuses not to use blender!

sage patio
#

Sketchup is not meant for this kind of work at all

#

I would recommend just biting the bullet and learning blender. trust me, it'll take a while, but it's well worth it

sharp gyro
#

I used to use it to clean up stls for 3d printing

#

but yeah you're probably right

fading verge
#

hi

#

I want to modify some pokemon characters to make them look older

#

can someone help me to know how to modify

sleek isle
#

Scale up limbs and shrink the head

graceful mulch
#

hello, i'm trying to create a project zomboid avatar for VRChat

#

i'm getting these two "errors"

#

however, the upper arms ARE specified

#

and so is the head.

#

..heelp

#

(these haven't produced errors in the control panel, so don't worry about them)

fading verge
#

Hey, new to blender. Any idea how i can access the bones to edit, it's not letting me and just howing seethjrough

#

instead of solid

stark zenith
#

press tab

fading verge
#

oh

#

lol im dumb

#

thanks

graceful mulch
#

it's lying to me

#

this frickin thing

#

those 2

#

little

#

heckin

#

stupid errors

#

that are not true

#

are the things that have kept me from progressing avatar development for 2 hours now

ornate cairn
graceful mulch
#

oh okie

graceful mulch
graceful mulch
#

whatever, rigging's done, i just need to know how to add .x assets to the body

#

making this dude not naked (and giving em hair)

graceful mulch
#

in pose mode

ornate cairn
#

click on them and press r to rotate them

graceful mulch
ornate cairn
#

show how your hierarchy on right panel looks.

graceful mulch
#

do i make the head bone parent of hair?

ornate cairn
#

can you show whole hierarchy?

graceful mulch
#

@ornate cairn

ornate cairn
#

hair doesn't need to be parented to body

graceful mulch
ornate cairn
#

can you click on hair mesh go to blue wrench

#

add modifier that is called armature

graceful mulch
ornate cairn
#

add armature modifier and in object add your rig

#

ur on wrong thing

#

you need to be on orange triangle

graceful mulch
ornate cairn
#

that is not the right tab.

graceful mulch
#

what tab??

ornate cairn
#

ur in bone constarints not modifiers

graceful mulch
ornate cairn
#

click on orange triangle on top when holding ctr

graceful mulch
#

have i done it now

ornate cairn
#

vertex group leave empty

graceful mulch
ornate cairn
#

now check if hair moves

graceful mulch
#

thanks

pale ingot
#

how do i connect bones to a model

deft zealot
#

is there a list of necessary things along the lines of like

#

what i should be doing to make an avatar fully FBT compatible

sage patio
#

would also recommend having an Upperchest bone

deft zealot
sage patio
rose mountain
#

When using elbow trackers... Do the trackers attach to the Arm or ForeArm? Simular question for knee tracking.

sage patio
#

I put the knee trackers off to the side a bit so I can also cross my legs

rose mountain
#

Thx. Gearing up to do some IK experiments.

dapper moon
#

Hi, I’m a bit new to 3D in general. I just wondered if anyone knew how to rig a 2D face for an avatar, most of the tutorials I found aren’t for real-time like VRChat

dapper moon
#

Yeah, basically

void canyon
#

you'd do it with sprites rather than traditional moving the face with blendshapes

dapper moon
#

Static eyes that stare into your soul is not a super good avatar design as I found out

dapper moon
void canyon
#

like creating bits of textured mesh hidden inside of the face, that surface just above the existing face mesh when you activate the blendshape

dapper moon
#

Or do I have to do face sprites that’s separate from the texture?

#

Hmmm

void canyon
dapper moon
#

Got that

void canyon
#

very old tutorial

#

but this is basically the idea

dapper moon
#

As long as the concept is the same

void canyon
#

not sure how well eye movement would work w/ a 2d face though

#

blinking should work fine

dapper moon
#

Nah, I just want blinking and expressions

void canyon
#

bling 💰 💎 yo

dapper moon
#

The hotline bling

void canyon
#

😆

dapper moon
#

I wonder how well this will work because my uv seams are pretty meh so the texture map is just messed up

fading verge
#

question regarding rigging as I've forgotten a few things

#

does the whole arm have to be attached to the shouder

#

shoulder**

dapper moon
#

no

fading verge
#

alright

#

thanks

ornate cairn
quick cape
#

does anyone have a working example of a Generic rig with any animations applied? the documentation claims that one is included with the SDK3 but i can't find it

void canyon
dapper moon
#

yep, but doesn't that make it less optimized?

#

also

void canyon
#

why? you can always atlas it

dapper moon
#

fbx files don't store the animation, right?

#

so I have to import the Blender file

robust crescent
#

fbx can have animations in em

ornate cairn
#

you can export fbx with animation in it from blender

dapper moon
#

ah yeah, I see, it's just exporting it without for me

#

but this is a me problem

dapper moon
#

ok

#

how do I export the animations now?

ornate cairn
dapper moon
#

yep yep

#

it just gives me 3 animations in fbx viewer

#

and they're all 0 frame

#

do I actually do it in action or shape key editor?

#

I've tried both

ornate cairn
#

hmm the fbx you imported with animations set as humanoid

dapper moon
#

well it's definitely all there

#

at least I think so

dapper moon
ornate cairn
#

hm yes did you set avatar as humanoid after it being imported

dapper moon
#

yes

#

I mean, the animation is just broken

ornate cairn
#

did you set apply scallings to fbx units scale?

#

on export

dapper moon
#

I think???

ornate cairn
#

nope it's all local

dapper moon
#

oh I see

#

still the same thing tho

ornate cairn
#

wdym same thing you just screenshooted animation file

dapper moon
#

I meant the length

#

it's literally 0 frame

ornate cairn
#

you need to put it on controller and controller on animator

#

that's how you test it

dapper moon
#

it's not there

ornate cairn
#

bcs it isn't blendshape but animation .

dapper moon
#

ok sec

#

I'm confusing stuff

#

working with me is a hard task because I'm quite new, hope you understand

ornate cairn
#

now i know what you wanted.

#

you wanted to make blendshape

#

but you made animation.

#

you can use it for blinking tho.

#

but that would need set up in controller

#

you need to do more research on blendshapes

#

in blender they are called shape keys.

dapper moon
#

let's say I made 1 for blinking

#

can I just export fbx and have it work in Unity?

ornate cairn
#

yes,

#

watch some tutorials on them to not be confused .

dapper moon
#

well the shape keys are definitely not exporting for me

#

ok, if I have any questions, I'll ask

#

thanks a lot for your help

ornate cairn
#

you can check all your blendshapes when you put avatar on scene and click it's body mesh on hierarchy

#

still watch tutorials on them.

dapper moon
#

question

#

this counts as an animation, right?

#

if it's created in the shape key editor

ornate cairn
#

yes it is animation.

sage patio
#

not sure why you're trying to make an animation at all

#

literally all you need is the shape key

#

and you specify it in the avatar descriptor

#

vrchat handles the blinking for you

robust crescent
#

Never used those myself , always an anim i can easy disable and make it blink randomly, other feels too static

dapper moon
#

why the shape keys/blendshapes don't show up for me in Unity

warm pendant
sage patio
# dapper moon it doesn't show up for me

check if any of your meshes have modifiers (excluding Armature modifier) such as Shrinkwrap or others. modifiers are a blender exclusive thing, so it can do one of two things when you export:

  • remove modifiers, and keep shape keys
  • remove shape keys, and apply modifiers

applying modifiers to meshes with shape keys cannot be done with vanilla Blender. every shape is a different arrangement of a mesh, and can technically be considered a separate mesh. there's an addon called "ApplyModifierForMeshWithShapeKeys" (very fitting, I know) that allows you to do just that, by duplicating the mesh for every shape key you have, applies the modifier to each one, and then joins them all back as shapes.

#

(note: some modifiers like Armature and Weighed Normal can be applied even if a mesh has shape keys)

dapper moon
#

thanks

#

it's working now

#

thanks a lot, everyone, for the help

vital veldt
#

is it possible to make Pistons move when moving in avatar? I'm wondering if I can make a Terminator avatar and the pistons move when moving wrist or clenches fist? it has bones on the pistons

glass panther
#

For vrchat's elbows is the ideal position having it bent slightly back instead of having the upperarm and lowerarm completely straight?

crisp tendon
vital veldt
#

So is it possible to increase and decreased the piston bones to the act like real pumps and if so how does one do that?

robust crescent
#

Blendshape or bone change when fist / emotes / ect, constraint when moving arm , never tried it

vital veldt
#

how about natural movement, raising arm, bending elbow, Valve index Finger tracking? or am I being too adventurous.

ornate cairn
#

that needs much work with ik

#

but it is doable

lunar mango
#

Any help I try making the atlas for my new quest avatar and it breaks my textures

fair plank
gilded ibex
gleaming swift
#

Does anyone know how to fix this? In full body the right leg sinks into the ground and the hip gets goofed.

crisp tendon
gleaming swift
#

plantigrade bones arent weighted to anything

#

even when i use the legs regularly i get the same thing

robust crescent
#

Hip might be tilted/too low

blazing iris
#

You're gonna need two constraints for each piston tho

#

and a bone for both the extension and base part

#

If you're looking to do individual pistons for each finger, thats gonna be a lot of constraints

#

and you also need to have enough pistons and rotation points to cover all the degrees of freedom needed for the body part

#

to avoid weird clipping

blazing iris
#

you might be able to use blend shapes as well and that'd work on quest

#

but im not sure how you'd align the pistons and i havent experimented with that

sage patio
#

how would you actually activate those blendshapes lol

#

can't really do that

blazing iris
#

yea thats why i went for constraints

sage patio
#

only way I can see this sort of working on quest is using clever bone rigging

#

let me try to set up an example sort of

#

no idea if it'll work

blazing iris
sage patio
#

ye

blazing iris
#

id think theyd look kinda bendy

#

idk tho

sage patio
#

if the pistons have no extra loops in the entire length except for the ends, it can't bend

blazing iris
#

ohhh yea true

#

smart

sage patio
blazing iris
#

oh wow

#

that works pretty well

#

im starting to regret investing in constraints

sage patio
#

my method will work well until it starts twisting the other way lol

#

the way you did it is by far the best

#

just a shame it won't work on quest

blazing iris
#

u could have like rotating bits to avoid twisting

#

oh but then you'd need a rotation constraint

sage patio
#

kek

#

in unity, you can actually edit the maximum rotation of bones in the rig config

#

in the Muscles and settings tab

#

so for example, you could set the Lower arm twist to a very small value

#

default is 0.5, so maybe like 0.05

blazing iris
#

ooo

#

ive never looked at this tab

void wren
#

loving the pointers here.

#

is there a youTube vid that maybe concentrates on this type of rigging?

sage patio
#

you mean like rigging robots/mechanical models?

void wren
#

right.

sage patio
#

I'm certain it exists, just haven't looked for one

void wren
#

It is easy enough to download the assets and make modifications, I just don't know how to animate

sage patio
#

there's no animation involved

#

it's just rigging + adding constraints in unity

void wren
#

right... rigging for motion right?

sage patio
#

pretty much I guess

#

you basically have the standard humanoid bones like the upper arm, lower arm and wrist, then add extra bones for different mechanical parts

#

like pistons, plating

#

then use constraints on those to make them follow the movement of other bones the way you want

void wren
#

thanks! I will be playing with this tonight

sage patio
#

so when "weight painting", it's going to be more like just assigning a bunch of selected vertices to one particular group

#

you can do that in Edit mode by just going to the vertex groups list

#

or in weight painting mode by selecting vertices and doing shift + K to assign a weight to all of those vertices

void wren
#

I think I remember some of weight painting from building my donut!

sage patio
void wren
#

right, everything is an abstraction

gleaming swift
robust crescent
#

hip look anything like that ?

sage patio
#

not like that, in the viewport

sage patio
#

oh yea no that will never work well lol

#

no matter how the avatar is rigged, it still has to conform to a normal humanoid armature. it's possible to rig digitigrade legs like that, but you still need an underlying humanoid frame

gleaming swift
sage patio
gleaming swift
#

ive used this with other avatars and its worked fine

sage patio
#

oh so you did do it right in this pic

gleaming swift
#

yeah it was just hidden by accident

sage patio
#

try resetting all of the bone rolls

#

select all bones in edit mode, then go to Bone > Roll > Clear roll

gleaming swift
#

I'll give it a shot when i get home from work

#

If the bones were rolled wouldn't it affect when not using full body tracking?

vital veldt
# blazing iris

Yeah that's the type of movement I'm after for my Terminator, how does one assign constraints in Unity? if there a video of tutorial?

blazing iris
#

Constraints can be added as components

brazen cosmos
#

so the builder is saying i dont have hands, head or feet mapped but the rig has it mapped. idk what thats about

blazing iris
#

to each bone

blazing iris
brazen cosmos
#

well

#

it only said it after i had already built and published

blazing iris
#

Ohh

sage patio
#

if so, that's bad

gleaming swift
#

Yeah i had a similar thing happen when i unpacked the prefab and modified some bones i didn't need

brazen cosmos
#

i unpacked then published. didnt change anything at all

sage patio
#

never unpack avatars

sage patio
#

like the avatar descriptor, dynamic bones, etc

brazen cosmos
#

i dont have that tool

sage patio
brazen cosmos
#

now its different, cool

sage patio
#

or wait, hm

#

yea you do

#

one too many

brazen cosmos
#

I used the cats plugin tho, that must not be perfect

sage patio
#

CATS is not magic

#

you still need to know what you're doing

#

"Fix model" is not a genie button

#

CATS does have tools to allow you to merge bones and their associated weights to other bones though

#

which is probably what you want to do here

quiet gazelle
#

Do I need shoulder bones for VRC, or can I go without them?

ornate cairn
#

you need them

quiet gazelle
#

Alright, good to know. Is there a list of required bones?

sage patio
#

all these minus toes and fingers

quiet gazelle
#

Aight. Is this an alright position for the shoulder bone? I mostly just want to make sure that the arm won't clip into the side of the body too much when I'm in a resting position, or something

solemn sail
#

Hey so im having an issue with my avatar's Eye. For some reason, one of the eyes flips backwards 180 while animating in unity, and in game it spins and flips all over the place, but only on my local view, network view it works fine, no issues. I'm assuming it's a rig thing but if i should be in another channel please send me elsewhere lol

crisp tendon
solemn sail
#

Normal > Animating > Blender

sage patio
solemn sail
#

didnt seem to do anything visually and roll was at 0 already but ill see if that changed anything on reimport

#

yeah still flipping in unity

sage patio
#

alright. click on your FBX, go to the Rig tab in the inspector, and click Configure

#

at the bottom, click Pose > Reset pose

#

then Apply, then Done

solemn sail
#

okay, seems to have stopped flipping, lemme try in vrc. Thank you for the help

sage patio
#

👍

solemn sail
# sage patio 👍

yep, working perfectly now. Thank you so much this has been plaguing me forever lmao

sage patio
#

nice, glad to hear it works fine now

quiet gazelle
#

Do I need finger bones if I wanna use the avatar with full body tracking?

sage patio
#

try adding thumb, index and middle fingers

quiet gazelle
#

Does it need all three joints/knuckles on the fingers?

sage patio
#

I don't think so, you can try starting with a single bone for each finger

#

I know that two will work

#

but try one for now

quiet gazelle
#

Is it fine if I'm lazy with the bones and just extrude 'em like this?

quiet gazelle
#

Alright cool, thanks

hasty reef
#

Anyone know where I can find a hog rider or other coc/clash royale avatars? (For the memes

gilded ibex
#

beside this one, anyone knows any world that can visualize how avatar bones moves, much like the visual of blender in pose mode?

winged escarp
#

anyone know how to make a humanoid rig?

winged escarp
#

nvm

bronze patrol
narrow heath
#

So um…i config. the bones in unity since the avatar was in tpose in vrchat and this happened…help.

#

The both arms and neck are messed up…

vital veldt
#

How does one fix this issue? I'm trying to rework the elbow so it bends more naturally but I can't seem to fix it.

worldly hull
#

My mic is functioning and mouth viseme sliders are affecting mouth movements in Unity, but not in VRC, it works through other people's eyes but i don't see lipsync in a mirror. And after looking at the old version that works and the new version that doesn't, I've noticed that the old version has some visemes in bold, whereas the new version doesn't have any bold 0's,, I'm looking into what causes the boldness .~. but I hardly know where to start right now

worldly hull
# worldly hull My mic is functioning and mouth viseme sliders are affecting mouth movements in ...

i think at some point i right clicked blendshapes and clicked revert, i dont know how to undo that, PS i solved this, other people could see mouth movement but i couldnt in a mirror, this is because i attached a cape to the armature of the avatar instead of elsewhere. pps i added it back to the armature with names like spyne, hyps, armyture,, and the cape + lipsync are working now i also messed with the cape's anchor / root bone

daring osprey
#

anyone know how i can fix this

#

in blender

#

in unity

#

i have asked in avatar 3 help yesterday but nothing really worked

sage patio
daring osprey
#

pfft that worked thats annoying but thank you so much😂

carmine knot
#

does anyone know why the builder menu disappears? I reimported it but still nothing

hallow lance
#

Can someone help me out with this? I just got to the step of bringing in the up-to-date SDK and .fbx blender model and its giving me errors right out of the gate with Unity. The hand one I kinda understand, but if it involves going back to Blender and reworking the model to have a "hand" in the bones I'll probably need help with that too.

ornate cairn
#

the error above

hallow lance
#

I just reinstalled unity like a couple hours ago? is the current SDK not tuned for the latest version or something?

ornate cairn
#

latest for sdk is 2019.4.31f1

#

not latest version of unity

hallow lance
#

Ah. So I have to see about getting THAT then...

#

Any idea on the 2nd thing, for if I'll have to backtrack to blender or not? It's a Voidoll avatar, so it doesn't have explicit "hands", but it does have little dots for "fingertips" I guess.

hallow lance
ornate cairn
#

did you checked config tab?

#

also no

#

you need 31f1

hallow lance
ornate cairn
#

rig config tab

hallow lance
#

like what pops up on the right when its selected?

ornate cairn
#

click on fbx go to rig and configure button

hallow lance
#

if it's this thing then yeah that's what giving the error to me, or sounding it out.

knotty drift
#

wait nvm, discord was way behind on messages

ornate cairn
hallow lance
#

so I'll need to somehow rig a hand for a handless avatar XD

#

for ref of what I mean

ornate cairn
#

you can add hand bone but not weight it

hallow lance
#

how would I do that? I'll be honest I'm very new when it comes to this again. Dabbled a bit back like 3-5 years ago but everything's changed and I've forgot XD

ornate cairn
#

Literally extrude the hands bone from lower arms name it so you gonna know which one is it and ur done unity won't scream again

#

you won't even need to do anything more

hallow lance
#

ok one moment.

#

btw that was the right version of Unity you linked me right?

ornate cairn
#

yes

#

download android support from there also

hallow lance
#

these two right?

ornate cairn
#

yes

hallow lance
#

also looking at the bones again I have hands by the looks of it. maybe they're not properly identified?

ornate cairn
#

are they parented to lower arms?

hallow lance
#

Here let me show what I just found in the armature

#

so it gets to the arm and then goes arm>elbow>wrist in that order for the 3 bones there.

ornate cairn
#

what if you config rig in unity

#

does it see the wrists

#

which act as hands

hallow lance
#

I didn't hit that button actually.

#

I hit apply

#

let me try hitting that one

#

ok this is a completely new interface to me.

ornate cairn
#

on left you have the bone hierarchy

#

you need to assign chest and shoulders and hands

#

you can click the white circle on right or drag from left panel to None