#avatar-rigging

1 messages Ā· Page 203 of 1

hallow lance
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ok i got the chest, but I think I need to make the shoulders and hands.

ornate cairn
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ah yes i didn't noticed you have no shoulders

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you need add them in blender too

hallow lance
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already on it, how do i link it to the previously existing bone for the upper arm?

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wait I think i just found it.

ornate cairn
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you gonna need to add the shoulders and the shoulder gonna need to be parent of upper arm and child of chest

hallow lance
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yep did that

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also I think I don't need to worry about hands. looking at unity's thing, it just needs an upper arm, lower arm, and then hand. 3 things, and I have 3 things already.

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so i think i just need shoulders and then reassign the arms possibly.

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testing it on the unity I still had pulled up, yaaay Unity isn't screaming at me anymore!

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now i just gotta wait for the other version to finish downloading and then hopefully its smooth sailing to final touches.

ornate cairn
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remember to assign bones chest bone usually isn't assigned when there is no upper chest

hallow lance
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I did

ornate cairn
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remember to use right version of unity

hallow lance
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yeah that's why im waiting for the one you told me to use to download.

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it's almost done

hallow lance
# ornate cairn remember to use right version of unity

so I got the model and everything pulled up with no errors now, but now in the megatutorial thing it's saying to mess with all this stuff but it's all greyed out and noninteractive, and when I imported my avatar they weren't transparent like the example in the video. Is this a version difference or did I do something wrong or wha?

ornate cairn
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extract materials

hallow lance
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does that have to do with the material here or my single one in the material folder?

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wait I think i found it

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yeah now the ball is in with the uv map thing

wheat shoal
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how would i go about rigging this guy

fading verge
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not sure how to fix this

narrow heath
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can i uncheck these 2 boxes? im joining the head and body

narrow heath
orchid echo
hallow lance
keen bough
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So I'm struggling to hell, I'm trying to make a floating head character for vtubing, but I'm having to use a VRM file. I'm bringing the model to blender, and I got the humanoid rig working, but my issue is that I'm running into this. Anyone got a suggestion for me? @_@

wheat shoal
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Help? I have no clue how i even got this far

void canyon
wheat shoal
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like getting the arms and hands to fit in the model

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and legs

keen bough
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Click the part you wanna move and hit g on your keyboard

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R for rotation, s to scale

wheat shoal
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that should help thanks

keen bough
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What'd you do, download a model and a rig separately?

wheat shoal
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downloaded a model, then used rigify

iron trench
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does a rig for blender using metarig or rigify generated rig?

sage patio
sleek isle
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Still mad about the not strait bone

sleek isle
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The meta of rig change often anyway.

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Will wait and see waht is the best practices with the new ik

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Am still conflict where the upper chest bone should be

iron trench
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does vr chat support sewing?

sleek isle
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What sewing

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@iron trench

iron trench
sleek isle
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You do that and then skin it to bone

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Or use cloth physic in Unity

hollow mountain
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Hey question how would I rig eyes?

sage patio
iron trench
sage patio
hollow mountain
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Rotational or general movement?

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Or are both a way to rig the eyes?

sage patio
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not sure what you mean

hollow mountain
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To move the eyes using tracking (mouse or eye)

sage patio
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you just specify the eye bones in the avatar descriptor

hollow mountain
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Would I rotate the bone's tip

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Or would it just move around normally

sage patio
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you can only set up rotation

iron trench
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i dont understand

hollow mountain
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Now I just need to finish the texturing and quickly rig up the eyes, and I'll be finished with my model, thank you so much

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And make the eye model lol

sage patio
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a blender sim does not work

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it has to get converted to a normal mesh

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then you weight paint it

vagrant holly
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Hello, I have this hierarchy that was generated from Vroid --> Blender --> Unity and was wondering how to add Twist Bones (and where in my 3 software workflow should I do it) to my character so that my arms don't get messed up when rotating my hands in VR

sage patio
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the CATS plugin in blender has a tool in the dev build to automatically create twist bones

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also, do you have a reason for having extra bones for the sleeves?

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shouldn't those just get merged to the arm bones

vagrant holly
sage patio
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you need to be in the Development version to see it

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you can download it in the Settings and updates section

vagrant holly
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Maybe for dynamic bone (?)

sage patio
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CATS has another tool under Model options to merge bones and their associated weights to another bone

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you just select the two bones in edit mode, and click "Merge: To active"

vagrant holly
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Yeah, seems to be for dynamic bone

sage patio
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I see

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very minor detail though, up to you if you want to keep it. it's going to make the twist bone weight painting a little more tricky

vagrant holly
sage patio
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you don't just delete bones

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there are vertices who belong to the vertex group associated with that bone

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if you just delete it, those vertex weights are still there, and they will not move with the arm properly

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like I said, you need to merge it to the arm bone

vagrant holly
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Thank you!

vagrant holly
sage patio
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click this

vagrant holly
sage patio
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yes, the forearm bone

vagrant holly
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Thank you

vagrant holly
sage patio
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šŸ‘

vagrant holly
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Now I have another question, lol

Can I go into pose mode using CATS but starting as a pose already saved in the shape keys?

crisp tendon
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Shapekey pose RuuuThunk

vagrant holly
crisp tendon
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You can use the pose library, if that's what you're referring to

ornate cairn
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then u reset pose and test

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that's the solution you can use if that's what ur looking for

vagrant holly
crisp tendon
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Should still be there if you go back in pose mode

vagrant holly
crisp tendon
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I don't think you can retrieve bone information from that shapekey no

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That's what the pose library is for

ornate cairn
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it doesn't contain data of bones

vagrant holly
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Okay, I'll need to pose again :(
Thank you!

vagrant holly
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Okay...something isn't right and I need help, lol

gilded ibex
vagrant holly
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to that shape key

gilded ibex
# vagrant holly to *that* shape key

Ah ok now i see your goal. If you want to make a pose, use the transform function of the animation. Something about blendshapes and bone transform that should not be mixed.

little forge
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i know unity only needs a leg bones but should i still make additional bones for IK? like 2 hip bones

sage patio
little forge
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yeah but vrchat also uses inverse kinematics so adding more bones would improve rigging?

sage patio
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you can't add more bones than the Unity humanoid definition can use

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Unity has this concept of a "Humanoid" rig, which is useful because it allows you to animate "muscles" rather than bone rotations directly. this means that "humanoid" animations can be used on any model that conforms to the standard humanoid rig in unity

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this includes the default VRChat locomotion animations

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when you import a model into Unity, you can pick what type of rig it should have. if your model is humanoid in nature, set it as such

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but your armature needs to conform to what Unity expects of a humanoid rig

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you can however add extra bones that aren't going to be used in the humanoid rig. for example: twist bones, volume bones, proxies for more advanced rigging, and more common stuff like ears and tails

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these won't be used by the IK at all, and it's up to you to use them correctly

iron trench
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so you cant add more bones with humanoid rig?
like if i want to add tails

sage patio
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you can

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I'm just saying you just can't do like, 2 hip bones, 6 spine bones, 3 neck bones

little forge
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Anyone else having trouble to rig a skirt?

iron trench
iron trench
void canyon
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I see that cats' fix model settings has an option to remove / keep twist bones, is there a reason not to keep these if my model has them?

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i only worked with normal bones/armatures so far so im not very knowledgeable in how they work

fading verge
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Alright hereee ^^

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Okey, so the way UVs work and what they do

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A UV is a 2D projection of the models faces used for painting a 3D object with a 2D texture

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Mhm! ^^

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And I got that :3

sharp gyro
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What does UV actually stand for?

fading verge
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But for some reason it’s side ways, I’m not sure if it’s because I made the modle back wards ^^ā€

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Can you send me a picture?

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Oh the modle back wards or the uv? ^^

fading verge
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Well the model being backwards, I would assume you either mean axis or normals

sharp gyro
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Neat! Further research required I suppose

fading verge
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As in it is facing 90 to the left I think right?

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That is a pretty easy fix

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its facing back wards

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oh!

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showwww OwO

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You just need to select all meshes with Shift Click, then go into edit mode, Press A, then Press R, Then Z, then type 90

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If the mirror modifier breaks, then change the modifier axis

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Ak, me and my mouth

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I need to get stream keys

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ooh okieeee

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oh OwO

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should i turn off the mirror modifier?

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Do the temporary turnoff

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okie

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This button does that

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The tv looking one

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oops.

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i turned the all off and not with screen thing T^T

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Without

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You might not be using that modifier tho

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If you are not you are prolly using the X Mirror option?

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Oh yeah I am ^^

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Just backwards

fading verge
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Okie something weird is happening with the body QwQ

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Send pics

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Okieee

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before i rotate

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after i rotate

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a weird clipping is going on with the chest

fading verge
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sorry lol, solitare moment

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Loloooo

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It’s okieee

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Strange, something tells me it is the models origin positions, but I could be wrong here

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try doing a manual rotation and tell me what goes on then?

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Okieee :3

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It’s the shirt of the modle

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There’s Vertices not moving with the modle

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try this, set your 3D Cursor to the center of the area (0,0,0) and set the shirts origin to the 3d cursor

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This is in Object mode btw

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Okie dokie

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I got the modle to face the right way but now the modifier isn’t right Hmm

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Well, use the mirror modifier in the modifier tab and config it like this

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Hmm okie dokie

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now the body just wont fix ahhh

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Looks like one of those is still using incorrect mirroring, or the origin is set wrong

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oops

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it is the body

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tell the body to use the 3d cursor origin

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Okiee

sage patio
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should do Shift + C to reset the cursor first

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anyways, to fix your issue just select your mesh and do ctrl + A > All transforms

fading verge
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well the transforms are at their origin to world rn

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Actually that makes it 0 to world

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yeah, i went the slower route lmao

sage patio
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you can see their origin is where one of the arms is

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if you leave the mirror settings default, it mirrors across the origin

fading verge
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It is the center vert of the shoe

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I was just setting the origin manually lmao

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I don’t know how to put the body back togetherr

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Is it still incorrect?

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Well it’s like this

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Seems the origin is still off?

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Waaaaa

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Hmm

sage patio
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man just do do ctrl + A > All transforms in object mode lol

fading verge
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AHHH

sage patio
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šŸ˜„

fading verge
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Sleep depravation + Solitare = Bozo

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Lolll

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It’s okieee

sage patio
fading verge
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There’s a circle around my cursor;~;

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I accidentally pressed c something now it won’t go away

fierce grail
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Right click

fading verge
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Oh ._.

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Thankiesss

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It uh..

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Poofed

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You know what

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I think I did everything wrong cuz now I did control a with the pants and now the pants look big and weird and funny looking

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good times

sage patio
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oh, those things are multiple different meshes

fading verge
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Yess

sage patio
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do you have any other modifiers on them?

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like Solidify?

fading verge
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Yes :3

sage patio
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that's why then

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prior to applying transforms, your mesh had scaling that wasn't 0, probably because you scaled it up or down

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and that's why the solidify looked fine

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but after applying transforms, the scale is now "zero'd out" at 1

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so you need to change the thickness or the offset in the shrinkwrap modifier by the same amount your mesh was scaled initially

fading verge
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Okie I took them off insteaddd

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Is that good?

sage patio
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I don't know, you tell me?

fading verge
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Wait, it might also be that the merge was set too high :p

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Idk :-;

sage patio
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you're the one who had the solidify on there in the first place lol. clearly you had it there for a reason

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I'm just telling you why it looks different now and what to do to fix it

fading verge
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Okie well my brain is small so I don’t understand sometimes =~=

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I don’t want much help from you anyways, I don’t like your tone..

sage patio
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that's a bit rude. sorry if I'm not coming across as a gentleman, I'm just trying to be helpful and straight to the point

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I don't really like sugarcoating things

fading verge
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You don’t have to be a gentleman, I just don’t like how you sound.

sage patio
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it's hard to express tone via text. things can be misinterpreted easily

fading verge
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I can tell when things aren’t and are nice,

sage patio
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trust me you'll understand if you ever get to 35,000 messages of mostly tech support lol

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some things just get kinda repetitive and even though you don't intend to come across rude or harsh, it just kinda happens

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it's just a side effect of re-iterating things you've said many times before. it's like, the explanations get shorter and more concise over time, and all of the fluff gets kinda thrown out the window

fading verge
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Mmm..sure

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Then I’m sorry for saying what I said, I guess I just took things the wrong way..

sage patio
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all good

fading verge
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..I still need help tho

sage patio
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right. play with the Thickness of the shrinkwrap modifier until it looks like what it was before

fading verge
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Okie dokie

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Where is the shrink wrap thing?

sage patio
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in the modifiers tab (blue wrench) when you click on your mesh

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oh wait

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sorry I meant solidify, not shrinkwrap

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my bad

fading verge
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Oh it’s okay lol

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Hmmmm

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But what about the body and the head and pants and the hair

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They are still separated

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and for some reason the pants are connected to the shirt

blazing iris
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You can join two meshes with ctrl J

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You can also seperate meshes by pressing L in edit mode to select a seperate ā€˜shape’ then press p and from selection to seperate it into a different mesh

fading verge
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Hmm I seee

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I kinda just gave up blehh..

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Thank you very much anyways ^^

blazing iris
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D: what happened to it?

fading verge
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Well I sat there trying to fix it but I didn’t want to do anything to mess up the modle anymore and I didn’t want to bother anyone else so I just stopped and started drawing šŸ˜ž

blazing iris
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Could I have a go at fixing it? If you’re fine with that ofc

fading verge
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I mean..I don’t mind it at all.. ^^

blazing iris
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:D

fading verge
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:3

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So what should I do now :3

blazing iris
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What’s your situation atm, like what does it look like rn

fading verge
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Lemme show you ^^

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There ^^

blazing iris
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On your mirror modifier do you have clipping turned on?

fading verge
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Nuuu

blazing iris
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Ah yea that helps combine it at the middle

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When you do that

fading verge
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Oooh

blazing iris
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You also needa move the vertices in the middle, closer to each other

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After clipping is turned on

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They should sorta just snap to the middle when you move them along the x-axis in edit mode

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With the clothing it looks like it’s clipping a bit so either you want to scale it up slightly and adjust the vertices so it doesn’t clip or remove the body that is underneath the clothing

fading verge
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Well before

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I was Solidifying the clothes

blazing iris
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Oh yeah that also works

fading verge
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Oh good!

blazing iris
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Solidifying can make the mesh fold in on its self a bit if it is too thick tho

fading verge
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Oh hmmm

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I think it’s all fixed

blazing iris
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could i see?

fading verge
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Yusss

blazing iris
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oo yea now it joins

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so with the clothing right, do u have a separate mesh for it?

fading verge
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Yeahh

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But now

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Im on the shirt trying to solidify it but for some reason it’s solidifying the hair?

blazing iris
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have u got the shirt selected as a secondary?

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like

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two things selected

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but the hair is the primary one

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oh yeah and u need to be in object mode to select the other mesh

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pressing tab will switch you quickly between those two modes

fading verge
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Oh yeee

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Just learned loolll

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The shirt also seems to be off

blazing iris
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like its offset a bit?

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or like it looks weird

fading verge
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It’s like not in the center

blazing iris
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if the origin is in the middle u can just mirror it and join it in the middle

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if not youll need to reset the origin to the centre

fading verge
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Hello I have a question so all the weightpaint are all done on the left side and I wanted to make a copy of it to the right side with weightpaint bones and all is there a way to do it?

crisp tendon
fading verge
crisp tendon
fading verge
crisp tendon
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Are the bones names correctly with their .l and .r names ?

fading verge
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Yes they are and when I do pose mode it does this

crisp tendon
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Oh, I think I know why, I forgot a step, you have to assign the armature to the mesh one more time so that it creates empty vertex groups for the newly created bones

fading verge
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How do I assign armature to mesh one more time?

tame anchor
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Hey anyone know how using "CATS" works for atlasing textures?
Seems to just turn everything white for me

fading verge
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My guess is it's due to the vertex group but I don't know how to do the thing

tame anchor
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Or like, add an Armature modifier and set it to your armature

fading verge
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I did that and still nothing

tame anchor
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How do you know it didn't do anything?

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Maybe it's just not weight painted

fading verge
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Worse comes to worse I'll just reweightpaint the whole thing...

tame anchor
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How can I export my FBX with the materials and textures?

sage patio
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it blows up the file size for no reason. always import your textures in unity separately

tame anchor
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Really? How odd.
It's a good thing I am importing them now anyhoot. I just figured out that Blender has a Bake feature

north quarry
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How precise do you need to be when adding a rigging skeleton to a model? Like, I've got all the bones in the model, but some of them are wonky inside and I was wondering how that would effect it?

sage patio
north quarry
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So it would help if the bones were in line/straight?

sage patio
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depends. you want some bend to indicate which direction bones should bend

north quarry
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Thanks

tulip falcon
# sage patio

yooo, can anyone answer me if I need to name my bones with specific names? or as long they follow this im all right?

ornate cairn
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they just need to be mapped in humanoid rig

tulip falcon
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bro no way :O

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so its way easier than I was thinking

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im happy now thanks :3

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btw, is there somewhere documentation on how to properly set up facial gestures to hand signals?

worldly pebble
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hey hey, i have been working on this avatar all day and it's like right there every time i get close to finishing it, hopefully this is the last thing i need to fix haha -- but for some reason the avatar keeps just appearing underground for some reason. earlier it was having the issue of being rotated improperly and like facing upside down, but i fixed that (i think) because blender kept exporting it weird, and now it's doing this.
i think i found out how to fix it in like 2017, but this is my first avatar since then, so anything helps haha. thank u bunches in advance. :,)

worldly pebble
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i have regrettably been working on this all day now (it is currently 8:08 AM :,)) and i need to get sleep, so if anyone can help just respond to the message or sumn hehe
here is also what it looks like in game imported as a test avatar

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and looking around is like being on a swing basically

dapper moon
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what's the biggest difference between dynamic bones and phys bones?

robust crescent
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one is multicore

ornate cairn
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more interactions with avatar stuff

void canyon
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hya, i have a rig with many twist bones, however i am not really sure what to do so that i make use of them

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is it something i gotta do in unity?

crisp tendon
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Nope

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They just need to exist with their weight paint

void canyon
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hmm

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i was asking since i seem to have a serious case of twisted up candy wrapper elbow issue

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so i wasnt very sure what to do about that

crisp tendon
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Check your weights thumbsup

sage patio
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example setup for a forearm twist bone

void canyon
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ooh constraints

void canyon
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so i setup the twist bone with the source being the child bone of the main bone?

sage patio
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yep

sour lava
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Does VRChat have some reference anywhere on what each voice viseme should actually look like? It is easy to make them technically, but I'm not exactly sure how they're actually supposed to look. Especially the really weird ones like "pp".

void canyon
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i.e. forearm twist bone -> source wrist
upper arm twist bone -> source forearm?

sage patio
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you can look up a "Viseme reference" image

void canyon
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thank you²

zealous barn
void canyon
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it generates visemes based on two or three base ones

zealous barn
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If you have a Ah OH and I think Ff or E

void canyon
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i have literally none

zealous barn
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Well those are easy to make

fading verge
sage patio
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ohai

latent ibex
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Hello i am new to this and need help

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i downloaded a model and want to give it bones and well make it work

fading verge
fading verge
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Alongside the UVs

latent ibex
fading verge
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Woah ok ok I think maxima isn't working how it use to

fading verge
latent ibex
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i downloaded blender but I dont know how do check

ornate cairn
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after you put that in mixamo you should have all bones for vrchat

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ofc after it succeeded

latent ibex
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ok then what do I after that

ornate cairn
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download unity and vrchat sdk for avatars

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watch tutorials since they are better to show what to do

latent ibex
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i have both unity and the sdk but i give some sort of errror. I tried tutorials but they didnt work so i asked here

tame anchor
# latent ibex i downloaded blender but I dont know how do check

In Blender, there is a dropdown box in the upper left that changes what mode you are in.
In Object mode, click on the Skeleton to select it.
Then, switch to "Pose Mode", which allows you to test the skeleton by moving the bones.
Click a bone, and press one of these 3 to test it

  • G (For grab, which lets you move things)
  • S (For scale, which you can change the size of things with)
  • R (For Rotate, which lets you turn things)
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Typically if you want a model to work in VRChat, all the bone modifying stuff is done in Blender

latent ibex
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i seems like the bones work but im in unity but i says it has no animator

tame anchor
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Oh that is I think an easy enough fix

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In the assets window at the bottom, select the model.
Now, in the Inspector window (which is the menu on the right side with all the settings), there should be 4 tabs if I remember right.
My memory is fuzzy, but you should I think go to the second tab which is I think "Rigging"? Then set the avatar to Humanoid, hit apply, and then the "Configure" button to make sure every bone is set correctly

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Baaasically that sets up the model as a Player Model for VRChat

latent ibex
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know that i open the vrchat sdk nothing happends

tame anchor
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So by that, do you mean you imported the SDK?

latent ibex
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yes i did

tame anchor
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So then it should have added a VRChat tab at the top of the screen yeah?
Can you click that and open the VrChat Control Panel?

latent ibex
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i can open the control panel

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but in the builder its empty

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like this

tame anchor
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Oh yeah I see.
It doesn't detect any VrChat Avatars because you need to set it as one

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Go to Avatar's Inspector and add a component called "Avatar_Descriptor" I think it was called

robust crescent
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see the red error at bottom

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you put a descriptor where there is no animator

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its either generic or wrong place

tame anchor
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Oh maybe you didn't set the model as Humanoid correctly

latent ibex
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how do i do that

tame anchor
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Select the model in the Assets window, and go to the Inspector

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Under the "Rigging" tab (I think that's what it's called), there is a dropdown box where you set the rig type.
Set it as Humanoid

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Then apply

latent ibex
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Done i did that

tame anchor
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And you clicked configure too to check it?

latent ibex
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where is the configure tab

tame anchor
#

It's a button under the dropdown box that you set as Humanoid

#

It will open the Model Configuration menu

latent ibex
#

ok it did that now

tame anchor
#

Now I'm pretty sure that's supposed to give it an animator...

latent ibex
#

i think it did that but i seems my models bones are a little fucked

tame anchor
#

Yeah that happens pretty easily.
Either that means

  1. It doesn't know which bones are which, so you just have to use that menu to put them in the right slots
    ooor
  2. The skeleton doesn't have the specific bones that VrChat looks for
#

In which case you're gonna have to go and fix it in Blender

latent ibex
#

oh damn

#

my blender wont even install so thats an issue

tame anchor
#

Oh rats

latent ibex
#

damn

fading verge
tame anchor
#

Gave up on what?

fading verge
fading verge
tame anchor
#

You aren't a bother.
What did you get stuck on?

fading verge
#

I also get a little annoying..

tame anchor
#

Maybe it's an easy solution

fading verge
#

Well..

#

Is it the UX still

#

or is the flipfix not working?

#

I want everything to line up but I can’t move the shirt over without it splitting up

tame anchor
#

Are you using the mirror modifier?

#

And are all the vertices along the mirror all aligned perfectly?

fading verge
#

I think so I’m not sure

#

Is it supposed to be at 0?

tame anchor
#

What is supposed to be at 0?

#

Oh you mean the vertices along the mirror

fading verge
#

I have no idea

#

This is all so confusing

tame anchor
#

I can simplify it for you

#

Just to be clear though, the problem is that you are mirroring it, but there is a gap, right?

fading verge
#

There’s no more gaps, I should have said that first..

tame anchor
#

But it creates gaps when you adjust it right?

fading verge
#

Like both sides move away from each other

tame anchor
#

Yeah that's because it is being mirrored over the Axis. I think the X Axis by default

#

Now if you pull it apart slightly and it creates a gap, but you don't want a gap, there is a slider on the Mirror Modifier that adjusts how close to the axis it has to be to connect

#

By default, it's super low so you have to have the vertices be suuuuper precise on the mirror

tacit mango
#

(reposted here from help) having trouble with the SDK it says its not rigged when it clearly is

ripe flower
#

Anyone know how I can make my fingers bend better?

#

i modelled this with no real experience making hands so any help would be appreciated

dull plover
#

Hello, I thought I might ask here for some advice. I’ve been teaching myself 3D modelling for a few months now and I’m finally finished scratch building my avatars mesh. I think adding the armature and rigging it should be my next step but I’m not sure how to tackle it. Most tutorials either do it from scratch or they just import a prebuilt model base that is already mostly rigged. I’m assuming it’s possible to slap a prebuilt armature into a scratch built mesh and just tweak it to fit? Are there any good and up to date tutorials anyone can recommend that might show how to do that?

#

Feel free to @ me so I don’t miss any responses. Thank you kindly.

sage patio
sage patio
# dull plover Hello, I thought I might ask here for some advice. I’ve been teaching myself 3D ...

OK. A lot of you have been asking for tips on weight painting, but I really felt like a little advice will go a long way in sparing you the frustration I encountered when I start this for the first time. Hope this advice helps those of you who may be doubting their abilities to animate like a pro :)

Female Body Model Link:
https://www.youtube....

ā–¶ Play video
dull plover
#

Thank you

#

I’ll give that a watch when it comes time to weight paint

sage patio
#

just a note about that video: it talks about using corrective bones to fix some issues in different places. it's totally up to you if you want to do that, but most people don't. the only extra bones I would recommend adding are twist bones for the forearms

#

here's a template rig you can use

dull plover
#

Thank you very much. That’s very helpful

#

Ive been dissecting premade stuff and then scratch building from what I learn

void canyon
# sage patio example setup for a forearm twist bone

Hya, sorry to bother you, but there i've had a strange issue with these rotation constraints. I set up the options like you highlighted in the picture however when i spawn ingame the forearm twist bone (with wrist as source) veeery slowlyy starts rotating out of the correct position with the constraints enabled

#

Lol

sage patio
#

could be due to bad bone rolls

#

select all bones in Armature edit mode, and do Armature > Bone roll > Clear roll

void canyon
#

I've zeroed all bone rolls for the armature

#

Does clearing rolls do something besides going bone by bone and setting roll to zero?

#

Guess i did it the long way šŸ˜†

sage patio
#

try my way and see if anything changes

#

also, after doing that, you need to reset your rig config pose

void canyon
#

Okay, i will do that

sage patio
#

click Configure, then click Pose > Reset pose

#

and then Apply, and Done

#

you'll then need to reset it in the scene using Pumkin's

void canyon
#

Doing the rig -> none -> humanoid thing?

#

In unity

sage patio
#

only need to fix the pose

void canyon
#

Hmm, after resetting the scene and reapplying the constraints its like its not doing anything at all

#

I applied them to my left arm only so i could look at my right as reference and they look the same when I'm moving my hands around

#

My rig is cursed haha

void canyon
#

oh, i redid it again and it is working, its just very subtle

#

i think i get it now

sage patio
#

you can do so by going to your rig config, and setting the Lower arm twist slider at the bottom from 0.5 to something like 0.05

void canyon
#

I had set it to 0.3

#

Should i go way down then? Whew

worldly pebble
#

hey hey, i'm having an issue with CATS Blender plugin. keep trying to bake and it keeps saying this.
idk if i forgot to install something or anything, maybe i gotta reinstall it? i dunno

worldly pebble
#

just incase anyone else has this issue, it's only compatible with Blender 2.93.10, haha woopsies

strong viper
#

tryin to use the select file to make avatar

#

but its not really workin

#

my file of choice hereā¤“ļø ā¬†ļø

tacit mango
#

(reposting here from a question i asked earlier in help) can someone help my avatar's ear is in the headset but when i test it in the game the ear comes completely out of them (basically just clipping through them and its really obvious the main body and clothes are separate models/meshes)

late hemlock
#

my guys, I am looking for partners for selling vrchat avatars, I am looking for people who like rigging and doing unity stuff. I am better at modelling and texturing than rigging and doing unity stuff, i've been doing it (seeling avatars) for almost an year and honestly I think the best path is to look for people who can do it better than me so each can focus on the part we do well and improve upon that. dm me

#

sorry if wrong place i am after riggers after all

coral lake
#

Does anyone know why I cant see my phys bones move in unity when I shake my avatar

dapper fractal
#

how do i put fist bones on my avatar

rocky lake
#

can anyone help me set up PhysBones

dapper fractal
#

I’m also looking for that cause I don’t know how to do that and where the phys bones scripts where at to get them to work

dapper moon
#

ok

#

when you combine objects

#

is it normal for vertex groups to disappear?

#

because my head and bodies where 2 different objects

#

then I combined them

#

it seems like the vertex groups for the ear and head disappeared

#

ok nvm

#

it magically appeared

pastel nacelle
#

Heya. Working on an avatar yet it says in unity the shoulders and neck bone need to be parented to the chest or upper chest yet im not sure how to fix this.

ornate cairn
pastel nacelle
#

I don't know how

#

I rarely work with bones sadly

ornate cairn
#

not something hard in edit mode of armature you click on bone you want to be parented and shift click on bone that you want to be parent and ctr + p

pastel nacelle
#

Oh!

#

Ill let ya know if thst workd :0

blazing zodiac
#

Ello! Just wondering have any of you run into an issue where the bones on both hands aren't synced (or reversed)? I had used the rig from another avatar and had removed the un nessasary Bones but now his hands look like they got squashed by a truck

fading verge
#

maybe apply scale..

stable fern
#

Is rigging a non-humanoid model as easy as sticking a rig onto a model and putting it into Unity, or do I need to assign vertex groups?

ornate cairn
#

if you don't want your rig to move your avatar then yes

stable fern
#

And if I do?

ornate cairn
#

then you need to rig it properly

stable fern
#

That is possibly the worst advice you could’ve given.
Don’t know why I bothered asking.

rotund kraken
#

thats literally what you have to do lol

ornate cairn
#

you already know that

stable fern
#

Then just say vertex groups!
Jesus

ornate cairn
#

vertex groups is what bones use to move vertices

#

without it rigging is kinda pointless

pastel nacelle
#

and

#

just let me share the photo of this armature to explain my pain

void canyon
#

cape?

pastel nacelle
#

yeah therees a cape

#

which is why idk if i can even use mixamo

void canyon
#

looking at how ... interesting the hands look, your results will be mixed

pastel nacelle
#

y ee aaaaaaaa h

#

thing is with mixamo

#

can i even like

#

do capes

void canyon
#

mixamo prefers standard humanoids

pastel nacelle
#

mmmmmmmmmm

#

sobs

void canyon
#

sure, but they won't have a separate bit of the armature

#

you'll have to repaint it later

pastel nacelle
#

i just wanted cool moonknight avatarrr ;-;

ornate cairn
# pastel nacelle

well time to find bones that unity was saying they are wrongly parented

pastel nacelle
#

thats the thing

#

none are named

#

chest

#

:>>>>>

#

atleast

void canyon
#

just look at a standard armature and rename the bones in the right-ish position

pastel nacelle
#

not where the chest bones would beee

ornate cairn
#

the big bone is probably root bone

pastel nacelle
#

mhm

void canyon
#

big bone

pastel nacelle
#

its a hand root or

#

LOL

void canyon
#

the big hand thing is probably a prop?

#

you said it was a knight right

pastel nacelle
#

the big one on the left is uh

void canyon
#

maybe a sword

pastel nacelle
#

????????

#

it didnt come with any sort of weapon

void canyon
#

right, a gun

pastel nacelle
#

Moon Knight. He doesnt have a gun.

#

like literally ever.

#

lol.

#

and the avatar came with. none of that-

void canyon
#

it doesnt have to be a gun, its probably some standard nomenclature the author uses

#

i use right/left hand prop for my hand prop bones for example, its just easier

ornate cairn
#

ok for now lets just focus what unity said.

#

neck isn't parent either to chest or upperchest

#

you seem to have upperchest

pastel nacelle
void canyon
#

have you tried cats fix model just to see what blows up? šŸ˜„

pastel nacelle
#

im gonna try that now actually

void canyon
#

it might be able to magic it into workinng

pastel nacelle
#

yo wait a fucking sECOND

#

the bot got mad at me 😄

void canyon
#

i really dislike this no-all caps bot

#

such a petty rule

pastel nacelle
#

gonna try to re uh

#

import

#

thing

ornate cairn
#

export it with cats

void canyon
#

reminder that merging/messing with bones might have messed the weight painting on the mesh

pastel nacelle
#

mhm

void canyon
#

so pose it a little to see if it's all good

pastel nacelle
#

ahright

#

yeah painting fine

#

it worky

void canyon
#

i had a model that merged some twist bones in the shoulder with fix model & the whole armpit moved up when i lifted my hands lol

pastel nacelle
#

Ok its saying i need to map neck

#

done ez

#

ok

#

wait

#

BWAHA

#

IT WORKS

#

i love you guys ā¤ļø

void canyon
#

there is a magic wand there for a reason lol

#

magic šŸŖ„

pastel nacelle
#

PFF

#

Thanks for helping me make an avatar that i''ve been excited to make for a while now everyone ā¤ļø

rough elm
#

anyone have any ideas why my mesh isnt following the bone here?

ornate cairn
rough elm
#

yes they are all parented properly and named exactly like the other hand

ornate cairn
#

what about vertex groups do they have them?

#

each bone need to have their vertex group

rough elm
#

Ok i dont know if i have that on bones soill check out a video, thank you šŸ‘

dull plover
#

Are models required to be in a T or A pose for this? Or is either fine?

ornate cairn
#

A pose is fine

dull plover
#

cool, good. Thank you

dreamy wedge
#

Get me a monkey avatar that can peel a banana with the new dynamics for quest

void canyon
#

no

stable fern
nocturne canyon
#

Is really that difficult to rig non-anthro avatars? I just finished up modelling a jellyfish that I wanna bring in to try out the new bones system but I've heard it's kindy janky to do so.

crisp tendon
#

Do you mean non humanoid ?

nocturne canyon
#

yah that's what I mean

#

Anything that doesn't have regular bone setups for arms and legs

crisp tendon
#

Sure, won't be animated by default though

#

But rigging isn't difficult

stable fern
#

I mean, do I just put a normal rig, increase the size of the head bone, weight paint the head, and then that will work?

#

What do I even do for the arms? Will players not be able to reach anything, or do the bones only affect the mesh?

nocturne canyon
#

I'd assume I need to apply a regular skeleton to it, but change most of the weights.

mild wing
#

Is there a way to update the bone weight for a mesh in unity? currently if I want to adjust the bone weights for a model, I have to set up the whole thing from scratch again in unity after doing the weighting in blender

stable fern
sage patio
#

you can bookmark the file path to your unity project in the blender export window

sage patio
#

just make sure that you are consistent with your export settings @mild wing

#

otherwise you can get scaling issues

stable fern
nocturne canyon
#

@stable fern I haven't tried anything with rigging today cause I don't feel like it, but I'd assume you could remove a lot of the uv weights that you don't want moving and basically paint the whole thing to be weighted to a single bone. Feels like a workaround though so maybe there're better ways to do it.

dull plover
#

I need to beg for help with an issue that's driving me crazy. I'm rigging some robot hands, and I want to duplicate the finger bones and rotate them around a pivot point. Frustratingly though, the bones are rolling the opposite direction. I have been searching for hours to find out why and I'm stumped

#

does anyone know why the roll of the finger bones is turning counter to the direction I'm rotating them?

slate lark
#

I have a rigging issue with one of my avatars that I've never come across before, where many bones don't behave like they should in-game. The head only seems to rotate with the chest, the wrists twist the hand instead of moving with the elbow, and the shoulders are hunched inwards. I've checked many things such as viewpoint and scale, but that doesn't seem to be it...

tacit mango
#

anyone know how i can parent the shoulder and arm bones cause for some reason they arent

#

(ik blender but i dont wanna mess up the whole skeleton)

sage patio
#

really easy fix

#

you won't "mess up the whole skeleton"

tacit mango
spice musk
#

Hey, quick question for those of you who have rigged more characters than I have. Is it possible to rig VRchat models with two additional bones in the neck? I wanted to finish one of my sculpts and rig it up with those two additional bones kind of just lag behind, but I figure I should run it by you guys and check if it's possible before throwing myself at it.

fading verge
#

Custom animation controllers are used a lot on some mecha and furry avatars where the legs bend in different ways, so you may look at those for kind of an intro into how it is done, but that is beyond my knowledgebase at this time.

odd tapir
#

So I have a base that is rigged like this, with twist bones.
I am having clipping issues no matter what I do when weight painting when I put a shirt over the base (I used data transfer to get the weights, then I tried to manually adjust because of the clipping).
Does anyone know about any useful information how to deal with a rig like this ?

#

Eventually I will just blendshape animate my way out of it, but I would like to do it the legit way if possible

sleek isle
#

Separete the body under and hide it or delete

uneven bronze
#

Do anyone know how to fix this?
I just finished but the mesh doesn't move with bones.

mild wing
#

some things to check: does the mesh have the armature modifier, are your bones/vertex groups named the same

#

(I have made both of those mistakes in the last 24 hours lol)

fading verge
sleek isle
#

Select all the bone in pose mode then alt g

#

Alt r

#

Alt s

fading verge
#

thanks!!

vague gyro
#

Does anyone have any links to guides on how to rig and weightpaint realistic skirts? I know how to do them so that they bend with the body's movements to prevent clipping during movement, but I want it to swish and fwip like real cloth if I'm dancing instead of just bending mechanically.

void canyon
#

Rig it like a cape i guess, strands of bone chains going down

#

The more bones, the more "flowy"

#

Them just drop some phys bones

#

Unless you wanna do the normal non-physics just weight painting it well, but i aint the guy for that lol, and its not exactly flowy

leaden slate
vague gyro
#

i'd rather not destroy the performance of everyone who comes within a mile of me, lol

void canyon
#

Anyone who doesnt use phys bones for physics in 2022 will be sent to the gulag

odd tapir
#

I will test how a dress I made looks if rigged and setup with phys bones, but if unity cloth still looks better I'm going to use it

vague gyro
#

unity cloth physics are freaking horrible, the BEST i could get an avatar using them was poor...similar performance on an avatar with a lot more animations and audio sources was still medium after I optimized it

odd tapir
vague gyro
#

But if you could look good AND be optimized?

odd tapir
#

Well I can't

#

So far for my dress cloth is superrior to any other solution, unless the phys bones will be better, I will check that out later

odd tapir
#

Just found out my rigging issue was actually topology issue I can easily fix with smooth tool in sculpt mode

#

Mmm the feeling of despair again, nice

little forge
#

yo dawg i heard u like grabbing bones

#

so rigged the whole face

sharp mango
#

Feet in ground, but i want rotation of feet at where bone is. help da cute sonic

leaden slate
void canyon
sharp mango
edgy ginkgo
#

what does "The lower leg is not the fist child of the upperleg" mean?

rapid sequoia
#

Hey guys, I really need help. I've had someone send me over a NeosVR avatar and I need to convert it to VRChat compatible, can anyone help?

#

I've got it loaded into Unity right now, scale was off but I fixed that, but the rigging seems extremely wrong and I don't know what I'm doing

solid basin
rapid sequoia
void canyon
edgy ginkgo
#

idk what was doing it, but a full re-import fixed it

void canyon
#

Just means that there are more than one bone as a child of the tigh bone

#

Sometimes unity can't figure out which one would be the correct shin bone automatically if it's like that

#

But you can just do it by hand

rapid sequoia
#

Would someone be willing to have a look at this unity project file I've been sent over? I feel like I've fixed most of the issues but when I go to export, I don't get a preview in the New Avatar screen, where you add the name for the avatar etc

#

I can see the model skinned in Unity, albeit it's not a single Wolf3D skin but multiple. I have no idea how to combine those

#

I have no mouth shapes for blending, only jaw flap and no eyelids for blinking. It's just a bit lost

sage patio
#

Blender is an actual 3d modeling program

tranquil sky
chilly pelican
#

does anyone happen to have a rigging map for how i should make the bones? like with heirarchy?

rough kite
#

Anyone knows if I can connect an newly boned object to my avatars bones in unity so it does not wiggle around as a whole and stays put?
Basically I have a Horn and a Chain, where I only added 5 bones to the chain but when I put it on my avatars head (make it a child of the Head in the armature in Unity) and add the Phys Bones Script, it either wiggles around loosely but at the same time stays in the head region or it falls to the ground.
If connecting it to the rest of my bones is not the solution, how would I fix that behaviour?

torn wigeon
#

Does anyone know how to rig a dinosaur? I have a Carnotaurus for my Jurassic World fan film, but I want to use it as an avatar or in a VRChat world

fading verge
#

can i have help with rigging

void canyon
#

Its easier to help if you describe the issue

deft pecan
void canyon
#

Drip your avatar šŸ˜„

normal saddle
#

does anyone know what part of the weight paint for the body i should change to fix this? im trying to do data transfer but this keeps happening

heady thunder
#

I'd add a shapekey to hide it, probably the easiest way.

crisp tendon
#

Please don't use shapekeys for that cryingrn

#

Smooth the weight paint or delete the body mesh

void canyon
#

fix da PAINT

#

whee

#

like 3 clicks in weight pain mode will do it

strong spruce
#

Lately I've been in the camp of simply removing or shrinking the topology for those problem areas.

#

I'm looking at you, elbows.

analog quest
#

okay so i was having some odd behaviours with my skirt earlier and was advised to move up the root of the bones (as well as making the thigh collider smaller, which i will do when i hit unity this time lmao) - is this about where i want them now? i figure if i put the roots higher it will clip through the jacket. but the bones are now much bigger than they started, will i need to compensate for that at all with anything?

#

is this an example of when i would need to do weight painting? i don't really understand what that is

sage patio
analog quest
sage patio
#

bit old but has a lot of good info

analog quest
#

awesome, thank you so much!

#

....i had to do it before i atlased, didn't i? UGGGGGH

sage patio
#

shouldn't matter

#

but atlasing should always be last yes

analog quest
#

i've gotta start saving a pre and post atlas version of stuff ;_;

fading verge
#

pretty stupid and probably dumb question

#

also wrong channel but i really dont know where else to ask

#

how cna i make the bone not fully opaque\

sage patio
#

maybe just change the bone display mode to Stick?

fading verge
#

i dont like how the stick ones look and i get a little confused

#

also ptsd from importing stuff from like tf2 or sfm or something

#

oh it was here in the object tab

#

i forgod

deft pecan
#

Can anyone point me to a shape key plugin for Blender?

lavish oxide
#

I'm using blender for the first time and I'm having some trouble. I can't create eye tracking and this message appears. I've tried searching it up but can't find any help

analog quest
normal saddle
fading verge
#

just imported this avatar recently and it has a lot of issues i dont know how to fix

dense vale
#

Anyone know how to do quadrupeds?

lavish oxide
#

I'm trying to atlas the model but it turns into this

#

How do I fix this?

fading verge
lavish oxide
fading verge
#

I haven't tried it

lavish oxide
fading verge
#

OH! another fix

#

lemme get it

fading verge
#

and then a new window will open

#

the top option

#

and then reatlas it

#

wait first undo the atlas then do all that stuf

lavish oxide
#

yo tysm! I think it worked now? This is my first time trying blender

fading verge
#

yeah it worked!

#

it'll be shiny like that ONLY in blender due to the atlasing

dense vale
#

What does the atlas do?

fading verge
dense vale
#

Ah

fading verge
#

because quest has a material cap

dense vale
#

But PC doesn’t right?

fading verge
#

PC does- I think?

#

but atlasing also helps optimize so the pc doesn't have to load as many materials

dense vale
#

Got it

lavish oxide
#

Could I have some more help please? I added the model to unity now and I cant seem to be able to extract textures. It's greyed out.

Do I just skip this step or is there some way to fix this?

fading verge
lavish oxide
fading verge
#

I can show you!

fading verge
#

and then this!

lavish oxide
#

Alright! Thanks so much!

ornate cairn
dense vale
#

Ok so i've got an interesting predicament

fading verge
#

?

dense vale
#

I am attempting to rig this, and i know 100% unity is going to complain about "Not being in a t-pose"

#

Is there any way i can get around that?

void canyon
#

1 make it a generic rig, or
2 rig it as a normal humanoid, but treat this guy as a puppet of sorts, in a root bone or whatever

#

not sure what else

dense vale
#

Does the generic rig option work well?

#

Idk what you mean by ā€œpuppetā€

void canyon
#

a generic rig works pretty much with anything, but you make the animations & all

#

a puppet i just mean parent the thing to a root bone at the center of your armature, so that it moves with you, and doesnt mess up the traditional humanoid rig

dense vale
#

So at the hip bone?

void canyon
#

maybe the hip bone, or parent the hip to a root bone then attach this to the root

#

its just easy, but its not really gonna animate when moving or whatever

#

you should look into generic rigs maybe, if you want more proper thing

dense vale
#

I see, so the generic rig is the best option

void canyon
#

ya

#

ever saw those avatars where its just a floating fish in an invisible avatar's hand?

dense vale
#

No but I’ve seen the puppet dragons

void canyon
#

yeah dragons too

#

that was the same vein i was trying to describe up there

dense vale
#

I see, does unity have the same bone constraints that blender does for rotation and location?

void canyon
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not sure

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but i dont think you can set it up on blender and have it work on unity

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you'd have to set it up on both

dense vale
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Yeah the bone constraints don’t carry over

void canyon
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& constraints also dont work on quest

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depending on what you want to do

dense vale
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I could try to weight paint the legs opposite of each other

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How would one make animations for walking and the like?

sage patio
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that way it can take steps, walk over obstacles, etc

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same idea as spider avatars

rotund kraken
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insanely helpful video

tame iris
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Yo, if anybodys available. Im having trouble rigging a non humanoid, its a B2 super battle droid and when I upload it to vrchat, it just stands till in its T-Pose position

pulsar oxide
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w h y?

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ping me if you know the issue

crisp tendon
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Bad weight paint

marsh widget
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Im new to rigging, can anyone explain for me why is there some small faces inside the head of the rig? does it serve some purpose?

wispy coral
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I think those are part of the blendshapes? Could be wrong tho

marsh widget
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hm, okay, guess i can dive into it when i learn blendshapes, ty

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And also, why does eyes have 2 bones, with root and end? Any difference of 2 bones and 1 bone?

wispy coral
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I believe they are useful for the eyelids or smt. Again related to blendshapes (Essentially they are values from 0 to 100 and depending on that value it moves bones a certain amount to change facial expressions)

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So you need all the possible combinations in the avatar to begin with

marsh widget
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ok, thx for the explanation

wispy coral
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(Just a disclaimer: I can be wrong on this, I'm just explaining based on what I've understood by fiddling around with stuff)

marsh widget
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understood

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some avatars has a extended end part with their finger, what function does it serve?

ornate cairn
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those are leaf bones

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they are useful sometimes in unity not much

marsh widget
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can you tell me any example?

ornate cairn
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for psyhbones to to add to them colliders

marsh widget
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so its like some kind of simulating the end of finger for something like touching?

ornate cairn
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it's more useful on long hair

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or clothes

marsh widget
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for better adjustment?

ornate cairn
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yes

marsh widget
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understood, thanks

pulsar oxide
marsh widget
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what does these "root" bone do?

void canyon
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Since you shouldnt drop physbones on rig bones, some people make a new root instead of using the head

marsh widget
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ok, thx for explanation

fair knot
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Heya, so I just tried to import an altered base mesh to an avatar and now out of nowhere it appears that the pivot point for all the bones on the rig is thrown off

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I'm not exactly sure what I messed up here but it's cursed af, any suggestions as to how I might fix this?

ornate cairn
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did you exported it with cats from blender?

fair knot
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No, I don't use blender and in this instance I didn't swap out the rig at all

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I just wanted to change the body mesh because I was adding new Blendshapes to it

ornate cairn
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you swapped body mesh in unity?

fair knot
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Yeah

ornate cairn
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well that might be it this mesh probably had differences in rig

fair knot
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It doesn't, they're both the exact same model, one just has the new blendshapes I created

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And this problem also persists when switching back to the original mesh now too

ornate cairn
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check if you haven't switched left thing to center

fair knot
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It does say center

ornate cairn
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change to pivot

fair knot
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Ahh thank fuck

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It's ALWAYS one single button with Unity isn't it XD

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Thanks a million

pulsar oxide
pulsar oxide
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apparently blender auto weighted my mouth to a jiggle bone without telling me

loud sail
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I think CATS is not compatible with Blender 3.1.2 :c

void canyon
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Hya, i would like to move my controller position relative to my avatar's hand, so that it better lines up with my actual real hand. Let's say in a T pose, i'd like my controller to go a little further out to the sides, and a bit upwards as well

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I played a little with moving around the wrist bone relative to the mesh, but I couldn't really get it right so far

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Anyone ever messes with something like this before?

dense vale
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So after toying around with it I have come up with this

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i've got a standard meta-human rig in the center, how do i get its arms to control the arms of the mech?

tawdry imp
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Angle Constraints in unity. possibly lots of constraints

sage patio
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there is no such thing

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you mean Rotation constraints?

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you could use those to control the arms based on the humanoid ones

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you could also use FinalIK to control the arms and drive them towards a target controlled by the humanoid arms

dense vale
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Thanks

gilded ibex
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is it important to set every bone roll to 0, or is it depends on certain situation?

leaden urchin
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Can I use blend shapes to control my avatars eyes instead of eye bones?

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I had an idea for cartoony 2d eyes but I'd need to be able to slide them rather than rotate them.

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maybe if I put the center of the eye transforms really far away and just slightly rotate them... vrcThinking

night spear
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why isn’t there a channel related to avatar lipsyncing

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cause ya know, there’s absolutely tons of issues related to creating them via blender

fringe patio
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Rather, to set the center rotation (pivot) way back, behind the avatar to create a sliding effect, when in reality it was just rotating from very far away (about 10 feet behind the avatar).

leaden urchin
analog quest
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do the position and size of the skirt bones affect how it moves or is that purely a function of weight painting?

analog quest
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okay so since they're floating like that that i means i should drag them onto the skirt itself and then probably re paint?

kindred ridge
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Not sure if this is a rigging question, but I probably already know the answer, if I want multiple heads, they need to be one mesh for vismes right? or I make them separate are use a bone joint and weight pant all the jaws to that one bone (second way is so I can toggle the heads on and off. One mesh not sure how to do that)

dawn torrent
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Hi! I have a problem with my rig that I just can't seem to be able to fix. When my avatar is in idle pose (in vrc), the legs takes a step backwards making my avatar lean forward. Been searching for help, but I can't find any T_T

lone pelican
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Anyone got the ideal rig guide for avatars?
Because my avatar's hips now keep messing up. I've been reading it's either the spine or the locomotion freaking up the legs making them buck in? 😭

sage patio
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side pose would be best

placid depot
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I don't know if this is normal as I'm just getting into avatar creating, the friend teaching me had no clue about it and referred me here!

quiet fractal
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Yes, that is normal.

placid depot
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Thank you!

lone pelican
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Here- I don't know what is causing the rig to freak out. It's the same as my older ones

ember sentinel
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whats the problem here?...

leaden slate
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Idk about the feet and arms but it mentions head and something in that tab might be wrong

ember sentinel
leaden slate
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Weird, and is the ā€œtoothboneā€ your jaw

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I’ve got no clue what’s wrong

sleek isle
lament dirge
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Anyone encounter this issue when using Immersive Scaler? I have short arms in RL, and I wanted to adjust my avatar's proportions to match. After backing up the original FBX and making the adjustments in IS, I saved over the old FBX, and Unity seemed to pick up the new version just fine. But when I load the adjusted avatar in-game, it just stretches the forearm out to make the arm lengths the same as on the original avatar. I saw it happening in desktop mode first and assumed it had something to do with the desktop avatar animations... but when I went into VR, I discovered it would do the same thing. Any idea what's happening here?

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Original FBX

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Adjusted FBX (ignore the leg length changes, that was unintentional)

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Adjust FBX with arms to sides, to better demonstrate proportions

lament dirge
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Original FBX in-game

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Adjusted FBX in-game

ornate cairn
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did you adjusted bones too?

void canyon
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Did you upload the new avatar to PC...?

void canyon
ornate cairn
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i remember i had same problem when i worked on someones avatar i forgot what was it

void canyon
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Idk

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Maybe clear the rig in the fbx file?

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Redo human then upload

ornate cairn
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setting rig to generic and humanoid to reload rig in unity

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also

sage patio
void canyon
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Have you tried turning it off then on again rigging it to none then human again? šŸ˜‚

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Its our version of that

robust crescent
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I saved over the old FBX never a fan of that if its in scene , i just make a new one and copy everything over to new

sage patio
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saving over the FBX is a fast way to iterate

robust crescent
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its 2 clicks to copy everything to new

sage patio
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it won't cause any issues unless you export with different settings

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which can be totally avoided if you either make an export preset, or use the CATS export button

lament dirge
lament dirge
dense vale
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Does animation count as rigging?

timid warren
wraith grove
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I'm having a really weird issue with my avatar that I'm struggling to put into words, but I'll try.
In VR, both with and without FBT, I can see my hands and head rotate up from my actual positions when I crouch down, but then snap back to their correct position once my avatar goes into the crouch (that's the best explanation I got, super weird.) None of the other avatars I have available are doing this, only this one.
If anyone has any idea to a fix, I'd love to hear it.

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Here, I got a video of the issue.
Notice my arms, hands, and head rotating up, then fixing themselves.

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I'm stumped.

hardy radish
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is there a way to reset a select few bones' position in a rig back to what the position originally was in the fbx file, in unity? at some point my character's eyebrows were rotated and ctrl z could not reset their angle back to before I changed them.

hardy radish
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alright, thank you

sage patio
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the easiest is to click "Reset pose" in Pumkin's avatar tools

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alternatively, you can click on a specific bone, right click the rotation under Transform and click Revert

hardy radish
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thanks, i'll remember this

urban musk
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If I make a jaw bone a grabbable physbone, should I mark it as animated?

strong urchin
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anyone know what the weight paint all selected hotkey is?

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I think its shift something

strong urchin
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cool thanks

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wasnt there a thing where the feet should be flat?