#avatar-rigging

1 messages · Page 204 of 1

strong urchin
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for it to look better in vr

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atm the feet bones are angled up

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the ankles anyways

strong urchin
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you use cats?

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lol it looks like something pysboned your legs

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are the bones set right in unity?

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skirt should be fine on hips

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when you do the muscle movment in unity test does it look weird there too?

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anyone else got any ideas Its definitely weird

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Normally it should be okay if its fine in unity

strong urchin
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glad it worked out

sonic valve
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hey needed to ask can someone help me? i am having trouble with rigging in blender

low coral
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say I have a custom skeleton with very few bones, can this still work or does it have to have all the bones

fervent hornet
boreal oasis
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having some weird neck issues when i only rotate my upperchest bone but not my chest bone. Cant figure out why

fading verge
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Jeez that’s hard to do

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Well looks like it anyway

boreal oasis
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ya

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still completely flabbergasted by the neck issue though

boreal oasis
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Ive selected every single bone and did not notice any weird weight paints on the neck

crisp tendon
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Select a vertex in edit mode on the neck, and check the item panel on the right side to see which vertex groups they're part of

boreal oasis
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ah ok. I had 2 vertex groups for my chest bone. Thanks for the help!

wheat crane
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I made & rigged an avatar from scratch and it looks pretty ok, but when I crouch, etc, in desktop mode the animation feels like its centering from the middle of the body?

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instead of like having the feet planted on the floor

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but her walks and stuff are fine I’m not sure why it does that

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i am having a similar problem to this? how did you fix it?

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it feels like a vrchat thing since my avatar works fine in blender and all but i’m not sure

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well i guess like my body and stuff moves it’s just crouching/switching animations weird

wheat crane
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Ahh I don’t have any bones or anything on mine yet so I think I have a different problem then

turbid venture
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If I make a custom animation for a centaur, how do the arms work in vrchat? does it automatically just know to move the arms with the controllers based on the bones? I don't need to change anything do I? it'll just work?

remote barn
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Anyone have any idea as to why this happens on only the hands for blendshapes?

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I've seen it happen in game before but I thought it was just corrupt shapekey data but I've remade the shapekey 3 times and it always does this

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This is only when it's using an animator the actual blendshape itself is completely fine

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This is what it's supposed to look like

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ah I do scale it up in unity a little let me try resetting that back and see if it fixes it

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nah it doesn't fix it still goes spider mode

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all of it's scaled to 1

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checked in blender as well

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Just to make sure nothing was slightly scaled off

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Well that's the thing none of the other animations are misbehaving at all

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Just checked all the anims and doesn't looks like there's any extra zeros or anything

remote barn
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It only happens when an animation messes with the hands shapekey specifically

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Also I should probably mention I use an AV3 emulator that simulates VRChat so I don't have to constantly upload it to see results

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Which really doesn't change anything; it's the same exact issue within VRC as it is in unity

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Correct; the shape key is fine when testing it within Blender and within unity

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only when I enter play mode the blend shape breaks

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nope

void canyon
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so the mesh gets dragged to the bone when you make it tiny like that

warm pendant
# remote barn nope

blendshapes will deform the mesh relative to any bone transform animations
a better way to hide the hand via blendshapes is to shrink the mesh along the bone secondary axes while keeping the length along the fwd axis intact
i.e. for the fingers, shrink it so it keeps the length but has no volume

remote barn
broken swallow
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I cant do weight painting

fervent hornet
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Never too late to learn :)

bronze plinth
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yeah heh, i mean i admet i gate weight panting as much as the next preson. im here doing hair and slowly losing my mind XD

broken swallow
bronze plinth
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wow thats bs

broken swallow
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I dont even know how to weight paint

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I feel like the second i load this into pose mode it will start doing some of this

broken swallow
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If anyone is willing to do this for me dm me

warm pendant
dense vale
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I also have a question: is it better to have the butt bones connected to the hips or to the thighs?

sage patio
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depends on the shape of the butt and how it's weight painted

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I prefer them parented to the hips tho

broken swallow
white solstice
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I am wondering about some rigging issues with certain character designs. I read about characters with long legs having issues with FBT, but there are other kinds of designs. Do these proportions work with humanoid rigging without issues?
• long necks
• big heads, small bodies
• long arms, short legs

past wave
white solstice
past wave
white solstice
past wave
sage patio
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@white solstice doesn't matter, the rig is what matters

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woops forgot to scroll

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that comment was about the long sleeves thing

white solstice
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well, it cant be dangly sleeves without physbones 😁

I am going to test a few things. I have them parallel to the forearm, so maybe bending them back will work

tardy oxide
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im making an avatar and im trying to add a shirt to it but the avatar is doing this pose and the shirt is doing a tpose anyone know how i can easily make it do the same pose and the add it to the body? (original pic was blocked cuz lewd i guess)

hasty shell
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ok so here's the deal. I've been looking for tutorials on how to fix this but i can't find anything online. in the "scene" tab of unity, it looks fine. In the "configure" tab it looks horrible. In game it's monstrous (my eyes are right next to the camera). how the heck can i fix this? kinda desperate here~

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why does it elongate like this vrcTupCry

hasty shell
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not weight paint. things don'T scale when i move around. it's just, long for some reason~. and it was like that before i import the physbones

hasty shell
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and also, the avatar looks that weird even in the avatar selection menu. it's like if importing it to vrchat just crashed it

lime tiger
hasty shell
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i do not have access to the blend file since it's a unity package, but countless people downloaded it and they it's got a good rating so i doubt there is a problem there

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i have the good version of unity

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last sdk too

minor wolf
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Is there a setting within Unity or the VRChat controller I can change to fix the rest pose of my hands? IRL when my arms and hands are at a complete rest, my hands sort of open out to the side like this
The weight paints and bone positions make every hand gesture and positioning look accurate otherwise, it just looks goofy when my arms are at a complete rest and my hands dangle to the side

fading verge
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whodo i go to for animations

hasty shell
topaz violet
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I've got an issue where the top half of the avatar is facing backwards in the rig for some reason

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Anyone know any reason that could be or how to fix it?

void canyon
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lol

sage patio
topaz violet
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For the record, it was, but I figured it out

sage patio
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if so, go to the unity rig config and click Pose > Reset pose

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aight

topaz violet
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I was doing a workaround for something that, when it came time to put it into unity, messed things up

hexed birch
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I have this fully rigged spawn but the pinky and ring fingers are attached towards the wrist. How would I fix that?

vital dove
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hey i imported my ready player me avi to vrc im wondering will i be able to use the avi on quest?

hasty shell
hasty shell
hasty shell
azure bluff
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yeyyyy new skirt bones

azure bluff
vital dove
hexed birch
hasty shell
hasty shell
twin halo
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First time creating an avatar- so I'm following a tutorial and I can't find the componenent avatar descriptor at all- anybody know where to find that?

void canyon
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Click the avatar in your scene

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Go to the inspector, add component

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Vrc descriptor

twin halo
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Nothing pops up for it-

void canyon
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Did you install the sdk in the first place?

twin halo
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Yep

void canyon
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Search descriptor in the component search thing

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What shows up?

twin halo
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New script that's it

void canyon
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If you look at the top bar, do you see the dropdown button "VRChat SDK"?

twin halo
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Ye

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Is it supposed to be up here??

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Cause it's not

void canyon
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then you didnt install the sdk

twin halo
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I did tho-

void canyon
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or didnt install properly 🤷

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you dont have the menu and dont have the script

twin halo
void canyon
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try it on a new project

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what is the name of the file you've imported for the SDK

twin halo
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Ye that's what I'm trying to rn- unity is slow

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Huh?

void canyon
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what's the file name

whole valve
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Are you on the correct version of unity?

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(From the screenshot it looks like no)

twin halo
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Yep I'm using that version

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Wait

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Nvm

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It switched it

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Even though I downloaded the right one

obsidian lantern
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Why is this happening?

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The neck is snapped down.

tardy oxide
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im having an issue where the mash of this mask wont move correctly in unity but it moves fine in blender

twin halo
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Trying to get into vrchat and this is what's happening- anybody know what's up with it? Tag me if reply

void canyon
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How's the armature looking like in blender?

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Especially the chest/neck/head bit

spiral moon
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why is this happening

dapper moon
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is there like

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a way to symmetrize weight painting?

crisp tendon
dapper moon
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mirror for the armature itself or the model?

crisp tendon
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The mesh

indigo nacelle
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Is there a way to make the end of a bone chain follow another object? Like say I want to make a jump rope or num-chuks and be able to hold both ends

indigo nacelle
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I guess what im asking is can I set up invers kinematics for bones that aren't just the limbs

sage patio
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but that's a 90$ add on, goes on sale for 45$ often though

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in which case you could use a FABRIK chain

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wouldn't really have "physics" though

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you could try using multiple rigidbodies with joints?

indigo nacelle
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hmm

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Ill look into those addons

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im not sure how to had multiple rigid bodies

sage patio
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there's also the super hacky way of using a physbone collider set to "Inside" on the end of the chain to try to keep it stuck in there

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but if it clips out you're kinda fucked

indigo nacelle
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hmm, knowing my luck it would

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thank you for telling me about those addons though!

high rampart
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what does it want me to do? the hand/head maps have no (apparent) issues either

tawny pond
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I'm having a little bit of trouble with model warping when I move the head bone? the entire head is completely fully weight painted red so I really don't know what's causing the issue

lime tiger
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you can manually select the vertices that are warping improperly and assign them to the head bone with a weight of 1, or just do that to the entire head should work. If it doesn't, then select the head (or broken verts) and remove them from every vertex group except the head

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@tawny pond ^

tawny pond
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Oh awesome!! Thank you so much!

fading verge
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I'm working on this avi rn and it's saying the feet head and hands are unmapped, and that the feet are unspecified.. any ideas?

fading verge
lethal chasm
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Check the naming conventions or hierarchy in your rig? It seems @high rampart upper arms have trouble identifying upper arms because of an issue with something connecting to them. I don’t know what the finger bones are named as. The legs Ave a totally different naming convention than the rest of the body so it kind of makes sense as to why it might struggle to sense the legs and feet perhaps.

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Make sure they are under direct children of each other

fading verge
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im having problems with the fact that my humanoid rig is bending the wrong way around... so when i add it from blender, into unity with fbx and go to rig set it to humanoid and adjust it gets most bones right but when i do stuf with the muscles sliders it bends the wrong way around, chest is its back and back is its chest, arms bend backwards instead of forwards, just everything is flipped how do i fix this?

high rampart
lethal chasm
fading verge
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Thought it might be a button or the rotation of the hip bone but just try and see if it works... ok thx

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Also what are the naming conventions of the bones? Just so i can name them in a way that the sdk will recognize them

lethal chasm
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Copy the same ones you're using for the arms etc. Left xxx Right xxx
Example: Left leg, Right knee, Left toe, don't forget first word capital, second, lower case. Naming matters a lot in most programs

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Mostly in the 3d software idk about the engines

brisk terrace
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Im running into a weird leg behavior, My legs gets kinda pushed up and forward once im in vrchat.
wanted to know how i should place my legs / hip bones so that it supports full body and that this issue doesn't happen

lime tiger
# brisk terrace Im running into a weird leg behavior, My legs gets kinda pushed up and forward o...

have you tried using the IK-2 beta? From the pictures, it either looks like the hip bone is too low (only for regular IK, IK-2 is fine with a low hip bone) or that the fbx was re-imported into unity and the pose has not been reset. Sacred had a quick way to reset the pose, couldn't find where it was located at, so I just go into the import settings on the fbx, change rig to none, apply, change to humanoid, apply.

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But try with IK-2 first because it is way better and it is live compatible

weak oar
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My avatars arms are too short when reaching out sideways (t-pose) or forward, but seem too long when reaching straight down by my side. What do I need to change to fix this?

smoky niche
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this is how should look

lime tiger
# weak oar My avatars arms are too short when reaching out sideways (t-pose) or forward, bu...

depends, first check out the IK-2 beta as the arms are much better there than in the regular version (IK-2 is live compatable). Depending on if you have additional trackers will set a limit on how good you will be able to get it, but the gist is you need to line up the shoulder, elbow, and wrist joint with your own. I am guessing the shoulder joint is not matching up properly.
Hold out your arm, then lower it. You see where the pivot is for the shoulder. Imagine if the shoulder joint would be closer to your chest. At that pivot, your arms would reach down further, which is what I assume is wrong with your avatar.
Finally, without a chest tracker and elbow trackers, you will have limit to how close you can make it because as you rotate your chest/ move your elbows/shoulders up and down, that will move your real position away from where the IK thinks you are, still, you should be able to eliminate your current problems

weak oar
lime tiger
# broken swallow .

jump on your favorite search engine
type "weight paint in blender"
hit enter
find relevant resource (youtube videos are good)
watch video/read relevant source
go to www.blender.org/
download blender
open blender
open your model in blender
weight paint model
export to unity
????
Profit

lime tiger
weak oar
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That's what I was expecting, but the question is what needs to change. Does the shoulder need to be further out? Further in? etc.

lime tiger
weak oar
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I tried both, hoping one would work better than the other, they were much of a muchness.

weak oar
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Yup, it didn't really change anything. I was also surprised.

lime tiger
# weak oar Yup, it didn't really change anything. I was also surprised.

you have to tweak it while in height mode, as it changes the scaling. Generally height mode sacrifices arm fidelity on avatars unless they are amazingly proportioned. If you try to use an avatar for scale by arm mode on height mode, the chances are that it needs a bit of work to get fixed

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also, make sure you are regnerating the rig every time you reimport the fbx, or even better, don't reimport the fbx and just use a new one

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if you don't, the armature does not change

weak oar
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It hasn't so that should be fine. I'll play with the bone positions in Blender and see what happens. Thanks for the advice.

lime tiger
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mmhm

smoky niche
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alright figured it out cant have physbones in the head lol

humble sequoia
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yo does my avatars clothes need to be rigged?

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cause i have to rigged things the cloths and the bodys rigging

lime tiger
# humble sequoia yo does my avatars clothes need to be rigged?

they do not; however, if you would like them to follow the armature like the rest of the model, then yes they do need to be rigged.
You can use a data transfer modifier for vertex groups set to interpolate from nearest face to get 90% of the work done for you though

high rampart
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and vice versa

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also when i'm configuring the rig and whatnot the model has "(Clone)" next to its name, but i never cloned it, and i can't find the original until i finish configuring

lethal chasm
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it usually says clone for me. if the hierarchy fixing is what it needs, then go into blender to fix it and export and re import as fbx

fading verge
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i have tried so many things but its still doing this

fading verge
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oh i figured it out, i had the names of my bones flipped, left was right and right was left, and unity uses this to determine the front of the model

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also how does vr chat want me to name the fingers? do i just use the same naming convention as unity?

fading verge
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but its still bending the fingers 90 degrees to where the're supposed to go, think i need to twist the wrist or something

fading verge
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yep i needed to rotate the hands

thorn stirrup
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I’m making an avatar and there is a piece that needs to be parented to the bone. But whenever I parent it, it jumps far away and get huge. Anyone know what to do?

carmine dock
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Hey guys can I maybe hire someone to put certain animations and effects on my avatar? I made my avatar on ready player me. I honestly don't have much to spare but is anyone available to help me?

sage patio
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any image references, links, etc

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in any case, you'll most likely be redirected to the VRC Traders server to actually look for someone to commission, but maybe we can help you figure out what you want

carmine dock
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I have my avatar made

sage patio
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do you play in VR or in desktop?

carmine dock
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Both

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And I've been going to YouTube and I followed directions it just won't work for me like whyyyyy aren't you working

sage patio
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okay, so:

  • 3 singing animation toggles
  • guitar prop (since you'll be playing in desktop and VR, you'll probably want extra logic to make the avatar look like it's holding the guitar when playing in desktop, and a different setup to make it more interactive when playing in VR)
  • background effects like smoke and lights, maybe even a stage
carmine dock
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Idk about the stage but everything is right on! Whoa you're great

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Yeah

carmine dock
sage patio
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all of that is definitely going to cost you more than that lol

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depends how much needs to be done from scratch

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for the guitar, you'll need to either find a free to use model, or purchase one

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first result when you search for "singing"

carmine dock
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What if I have most of everything downloaded for the animations part? I have like 4 downloaded from mixamo

sage patio
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ah cool

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that would definitely help you yes

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so then you would need to find a guitar model

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look around Sketchfab or CGTrader

carmine dock
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Okay let check that out

sage patio
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same for things like smoke machines or lights

carmine dock
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But even if I have those downloaded you still think it'll cost a lot?

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To hire anyone to do it just getting a idea

sage patio
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if you have all of the assets ready to be set up, it would basically just be a bunch of Unity work at that point. a super broad range would be like 15$ - 50$

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from scratch assets will add a lot to the price, since 3d modeling is very time consuming

carmine dock
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Yeah I'll definitely use downloaded stuff

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But let me look around online see what other props I can use

sage patio
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@fading verge it's definitely doable, constraints would help a lot with that

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can't do that for quest tho

marsh widget
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any idea why is this happening and how to fix it? i export it from a unity project long time ago, and now it gets like this, im new to blender pls make the explanation easier, thx

crisp tendon
marsh widget
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no idea, i dont remember if I was exported it with animation or not

fading verge
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so the highlighted bones were part of a different armature but i joined them to the main and i need them to move with the head bone, how would i do that? i tried parenting and they didn't move with it

pale creek
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Weight painting

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Wait nvm

fading verge
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they're already weight painted, i just need those bones to also move with the head bone lol

pale creek
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You’re trying to link bones or somnethin

fading verge
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yeah

pale creek
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Fucken

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I forgor

fading verge
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parenting works in edit mode but like, it breaks the bones i'm trying to parent. the eyes stop functioning

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and it straight up doesnt have any effect if done in pose mode

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i couldn't for the life of me find an mmd model of this outfit so i had to download the fbx from models resource lmao

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well i found one, but it wasn't available for download so. pbbbbblt.

fading verge
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wjat

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how is parenting in Reddit mode breaking anything

zealous barn
fading verge
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what

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what blender version

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that's really weird

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Idek why I'm asking version i can't imagine why that would happen

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2.92

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are you sure you know how to parent bones

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i mean im hitting ctrl+p and parent bone

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wtf is happening then

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i fixed it, i guess i never applied the transforms on the bones before i tried parenting. had to reimport the whole thing but it's good now

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oh my god

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joining the meshes, not even anything to do with the bones, breaks the entire rig.

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why god.

narrow heath
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could someone explain me how to merge armatures without cats? i forgot how to^^

vocal flower
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Anyone know how to rig a non humanoid avatar to look wherever you look?

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I want this little dude to move his entire body according to the front

crisp tendon
vocal flower
crisp tendon
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Where ?

late lichen
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Hi, I'm having a bit of trouble getting the default crouch animation working for my avatar. It looks good in the preview in unity, but the legs turn into a pretzel in game. This happens for all crouch animations, but not for any others including low crawl as far as I can tell. I am not 100% sure this is a rigging issue either, so sorry if it's in the wrong channel, just hoping someone who knows the issue might see it.

obsidian cape
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hey can anyone rig and texture a charracter i wanted to make, willing to pay with paypal

red python
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Hey I need help adding rig bones to my model

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But like seriously I have been stuck for three hours

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Please for fuck sake help me

lime tiger
red python
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Bruh I know

lime tiger
# red python

well, it is hard to see, but I don't see bones so start with something like this and watch more tutorials if you don't understand https://yewtu.be/watch?v=A1EIoprnrMg

red python
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😡

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Exactly

lime tiger
# red python

why don't you give this a read and send a properly viewable video, or instead of frustratingly posting in this channel, watch the video that probably explains everything you want to know about rigging and weight painting.
https://projectobs.com/en/tutorials/how-to-setup-obs-studio-for-streaming/

dense vale
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@red python basically, you need to do this

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(Normal rig that rigify gives on the Left VS My custom rig that i created using the standard rigify rig on the right)

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If you need anymore help don't hesitate to DM me

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Make sure all of the bones are inside your mesh and no really complex geometry is present

red python
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I got the thing

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I just don’t know what to do next

lime tiger
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🤦

dense vale
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Brilliant! now you probably can delete all of those small face bones near the head as you wont need those considering your model has no facial features

lime tiger
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if you don't know, watch a tutorial. They are going to be better for conveying information than us. We can help with specific problems a lot better\

red python
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Wait how do o do that

dense vale
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Delete bones?

red python
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@dense vale I will friend request you and we should dm

dense vale
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Alright

lethal fable
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hello guys, i have a question, ive built a full model useing vroid studio, then imported it to blender and changed everything and added things and got the bones set up right but everytime i try to export it im told that the bones are named wrong, any reason why blender wouldent pick up on the names of bones ?

lime tiger
lethal fable
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i just used it because it was a good and easy way to start, and now ive gotten this far and am haveing a few issues xD

lime tiger
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if you are in blender, can't you just export it as a fbx?

deft zealot
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What's a good rig for a skirt
i was thinking about doing a circular armature because I want to add colliders that actually interact with the mesh itself

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have the skirt itself be entirely movable by the leg colliders intersecting

proud trellis
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I'm at my wits end haha... whenever I calibrate my fullbody avatar - the hips calibrate at a rotation, sinking one leg into the ground

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Blender says my rig is perfectly symmetrical - weight paint too

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it broke after I made visemes with CATS

proud trellis
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rotating my hip tracker fixes it until I calibrate again, and it breaks in the exact same way. Avatar behaves as normal when not in FBT

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nope, no IK beta

sage patio
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that's your problem

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that issue is fixed in the beta

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there's basically no reason to not be using the IK beta lol, it's such a huge improvement

proud trellis
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All my friends are on live sadly

sage patio
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it's live compatible

proud trellis
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oh huh

sage patio
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IK 2.0 has its own beta

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which is live compatible

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there is another open beta going on, which has a bunch of other changes + the IK 2.0 stuff built in, but that one is not compatible

proud trellis
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I see...

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Otherwise, I'm just really confused as to what could make an avatar calibrate this wrong

sage patio
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everyone else will see the new IK even if they're not on the ik beta

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what does your rig look like?

proud trellis
sage patio
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yea there are a few issues with that

proud trellis
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The exact same as the rig that worked

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the pelvic bones are just parented to the hip bone. Merging them doesn't change anything

sage patio
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in that case, pelvic ones should be fine, but they are still not needed

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unless you have them weight painted in such a way to preserve the shape of the hips more

proud trellis
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I'm aware. They're a remnant from an attempt at using Rigify which I scrapped

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I mean... it shouldn't change how it animates to merge them to the hip bone, they're already parented to

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Besides, these were there with the version that worked

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Unless

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there are unapplied transforms somewhere

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I don't see any

sage patio
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could be bone roll

raw jackal
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is anyone familiar with this issue? the upper legs are bending the wrong way, but i don't think i've done anything unusual with the rigging. the upper legs are stuck in a way that they always rotate with the hip and can't rotate themselves

EDIT: Ended up being a physbones thing. don't put physbones on direct human armature bones... i forgot lol

proud trellis
sage patio
#

@proud trellis in armature edit mode, select all the bones and click Clear roll

proud trellis
#

worth a shot

#

I checked that all the bones are connected and it seems the ones I want to be, are

#

The odd part is that if I calibrate and then rotate my hip tracker, it fixes the pose

#

huh they all have 180 degrees roll

#

I guess my avatar was turned around at some point

#

Alright time to test the changes

proud trellis
proud trellis
#

Update:
Ok, between swapping to IK beta, resetting roll on all my bones (except eyes because it's a needed transform) - and applying all transformations to the armature and mesh, I now calibrate normally.

So it was one of those things that fixed it.

proud trellis
low coral
#

So I'm following a digi leg tutorial and this happens. What do I do?

worn arch
#

Would anyone here be able to smooth out some rigs for me

lime tiger
worn arch
#

Do u have the invite to that discord?

#

I was gonna pay per model

lime tiger
proud trellis
gloomy rapids
#

Hi, I want to change the idle animation after not moving for a few seconds, I noticed there was an kind of animation that looks like footsteps . but as far as I have searched was all about changing the standing pose in Locomotion layer. that not what I mean. I think it's something related to IK setup. But there are very few tutorials about IK layers

fading verge
raw jackal
#

Yes all fixed now!

#

@fading verge

fading verge
#

oh nice thumbsup

kindred berry
#

I need help, so I made an avatar a bit quest compatible with decimation and stuff but didn't touch the bones at all besides merging different hair armatures, head moves fine in blender and unity and it's assigned properly in the configure rig menu as well, but in game the avatar head does not move at all when you tilt your head

#

and this is the PC build of the avatar

primal prism
#

is that good origin point placement?

amber mantle
#

so I have this model comprised of multiple meshes which are directly parented to the bones. I want to merge these models together and use vertex groups to replace the rigging, but I also don't want to create a hundred vertex groups by hand. Is there any way I can automatically convert this bone parenting to a series of vertex groups?

primal prism
#

hello, im not sure if this relates to blender OR unity, but when i export my model the white behind the eyes just disappear in unity, and so do some other parts become transparent.

#

pretty sure its flipped normals.

static horizon
#

See if that works

blissful scaffold
# primal prism

if its flipped normals you can zoom into it and see the correct textures behind it.

primal prism
#

I just flipped all the normals, but when I exported my unity avatar now all the blend shapes or the eye bones are messed up

#

So I need to redo them

blissful scaffold
#

rip

primal prism
#

And when I use pumkin avatar tools to copy everything I think the hair bones are messed up too

#

Fun

blissful scaffold
#

god bless

fading verge
#

need help with this

nocturne canyon
#

Could I realistically rig all of the tentacles like this or would it be way too resource intensive? If not, how would I go about rigging them so the avatar performs well?

sage patio
#

you might want to use less bones though

nocturne canyon
#

Yah I figured. Vrchat performance page has seemingly low numbers for bones for good avatars.

#

Do you think 4-5 per tentacle would still be too much?

sage patio
#

should be good

#

if you wanted to get really fancy, it's also possible to make them all walk lol

#

using Final IK

nocturne canyon
#

Lol I would go insane putting ik on all of em.

#

Think I'll see how long it takes to rig them and test it out.

#

Will this work fairly well with the harsh angles between bones?

sage patio
#

should work fine

nocturne canyon
#

awesome

thorn stirrup
#

Sorry if this is the incorrect channel to ask. I would like to make an avatar that switches its camera to a different location with an animation in the gestures menu, is that possible? If so would it be easier to just create a copy of the model and move the vrc descriptor and then just make an animation switching the models? If that would even work

nocturne canyon
#

All of the chains have to be parented to a shared bone right?

zealous barn
#

Mhm

fading verge
#

May someone rigg my avatar i will pay

#

pls

#

i need help

fading verge
#

i just need someone to rigg

deft zealot
#

Why so many polys

#

f

thorn stirrup
#

I’m slightly new to avatar making, I was just wondering how to switch bones? Like I have an avatar with 6 arms, I want to be able to switch my bones to one of those arms. Like I don’t want them all to mimic my main arm, I want to be able to control them. Is that possible?

crisp tendon
#

Rotation constraints on all the arms that target the real invisible arms, disable the components of the Arma you don't want to move

iron trench
#

guys why is quest avatars doest allow any physbone?
or you need higher rank (mine new use)

strong urchin
#

If I wanted to have my hair bones attached to a seperate bone not the head bone how would I go about this, The Cats plugin does not see these bones using the parenting tool already in there

#

Honestly not sure how the parenting tool decides what group of bones to use for it

spring crescent
#

Can anyone point me in the right direction for rigging/setting up kimono sleeves with PhysBones? There was an example shown with the PhysBones announcement that was perfect, but I'm not sure how they set that up. LookAt Constraints perhaps?

inner cedar
#

Just a general question, how do you animate UVs in Unity?

#

I've got this texture map and I want the uv island around the eyes to move in order to animate the eyes

sage patio
inner cedar
#

Same thing for the mouth, but for lip flaps.

sage patio
#

you can just make a new animation, hit record, and change the offset values

inner cedar
#

Problem is I don't want this to affect the entire texture set. I've set up the UVs so that the mouth and eyes are separate islands and can moved independently, at least in Blender. I was hoping there's a way to animate them in a similar fashion in Unity.

#

@sage patio

sage patio
#

you can't move individual UV islands

#

it would either have to be separate materials, or if you're using Poiyomi, you can have the eyes and mouth set up as Decals on the same material as the face

inner cedar
#

Poiyomi?

sage patio
#

arguably the most commonly used shader for VRC avatars

inner cedar
#

I'm developing the avatar for the Quest, so separate materials wouldn't be ideal

sage patio
#

oh, then you cannot use any custom shaders at all

#

your only option is separate materials

#

either that, or have separate parts of the texture for every permuation of different eyes and mouth

#

so for example, every combination of the mouth for when the eyes are open, every combination of the mouth when the eyes are closed

#

and animations for every single one

inner cedar
#

Dang, I was really hoping there would be an easier way to handle it.

sage patio
#

depending on how you did the model, you could also have the mouth and eyes as mesh and use shape keys to move them around

inner cedar
#

Main gripe with doing it that way with the whole face on UVs is that I'd probably be able to use less UV space and might require a higher resolution texture.

#

I'll have to think about the mouth and eyes as models thing.

#

Just a brief pic of the wireframe

snow dust
#

Does anyone do bone rigging commissions?

tardy oxide
#

i have an issue where when i join 2 armatures after positioning it the bones stay where positioned but the mesh goes back to where it was when i first imported it

iron trench
#

guys how do you change the talking animation on an avatar?

minor osprey
tender flame
#

hello! I am using Blender 3.0 with CATS 0.19. It seems Blender sometimes "forgets" that my mesh is mirrored when rigging. If I weight paint the left side, the right side is also assigned the left side weight. Sometimes selecting a right-side bone and clicking the mesh solves the issue, but it's not working for me right now.

formal oriole
#

Hey! I just made armature for my avatar but I can not figure out how to connect it to the body. Does anyone know easy to understand tutorial on rigging?

sage patio
#

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

toxic moat
#

how do i reuse the same arm on the right for the arm on the left?

sage patio
#

the CATS plugin has an option to either merge a bone (and associated weights) to the parent bone, or to merge one (or more) bones to a specific one

leaden slate
#

not too sure if there's an easy way to transfer weights though

fading verge
#

how do I rig the feet? do I put the feet above the cable or inside of the cable

fading verge
#

figured it out

thorn stirrup
#

Im new to making avatars and I have doc ock avatar , how would I get the hands of the claws to move with mine, like open and close, the hands look like this

white solstice
fading verge
#

So Ive' Been Trying to Make a Avatar That Has The Ability To Move 4 Arms At the Same time Instead Of the Bottom Ones always T-Posing however i have no idea How to, Such as example, A Spider Avatar That The Bottom Arms Mirrors the Same Movements At the Top Arms. Can anyone help out?

fading verge
#

How do I make this? the little line between bones.

#

And what's the name of this process. Link? Because so far, each try to connect other bones like this, just creates a new one in between

sage patio
#

in this case, the two upper leg bones are parented to the hip bone

#

however, they both have Connected disabled

#

when you have Connected enabled, the head of the bone will be put where the tail of the parent bone is

fading verge
#

That explains it, thank you. I earlier googled, but the images I got showed the difference between connected/disconnected as ''one's solid, the other's bendy'' so moved on from it

kind kindle
#

Im guessing this is considered rigging, but keep having this error of no shoulders

fading verge
#

If you have a .fbx file, you can go to it in the assets place of Unity where all the stuff is. Select Rig. Select Configure. And you'll see if the spine is mapped or not.
If not, you just have to add it. If there is no spine, you could take it to blender, and merge it with another avatar that already has everything you need.
In the Cats Plugin's ''create custom model'' section

kind kindle
terse comet
#

Is there gravity in vrchat?

gilded ibex
#

Yes

grim isle
# high rampart what does it want me to do? the hand/head maps have no (apparent) issues either

I'm not sure if you ever fixed your issue, but I had the same exact issue and I found a solution for my problem, and I never would have figured it out if it weren't for someone asking the question in here so I'll go ahead and drop what I did to fix it in case anyone else had a similar issue.

Like I said before, I had the same problem where unity would tell me several parts of the armature weren't mapped despite them being mapped with no issues in the configuration window. What solved my problem was that the root of the model in blender was named "Armature.001", and not just "Armature". Changing it back to "Armature" and re-exporting it solved the issue. I have no idea if this will help but that's what fixed it for me.

dense vale
#

Is there any way to shift movement authority towards a certain bone?

leaden urchin
#

I have 2 quick questions. Do eyes need to be parented to the head? Also Do eyes need to have the same parent? Not really important, If no one knows I already have a work around planned anyway but would be nice to know.

fading verge
sage patio
#

otherwise unity's rig config will be mad at you

#

if you need to have the avatar eyes somewhere else (like for example, if your avatar has a really long neck, requiring proxy bones for the neck and head), you can make proxy bones for the eyes parented to the proxy head, and put that in your rig config/avatar descriptor

#

then you can add rotation constraint on the real eye bones that copy the rotation from the proxy bones

rotund kraken
#

im having a mild brain fart - when you make a dummy root bone for something you want to have phys bones on it, that dummy bone doesn't have any weight painting right?

#

or would i copy the weight paint of the bone its dummying for onto the dummy

leaden urchin
sage patio
sage patio
rotund kraken
turbid spear
spark snow
#

screaming crying that the armature is attaching to random meshes for some reason OTL

wraith turtle
#

is it possible to rig an already made model for vrc? namely, an inkling or something?

#

(cough cough splatoon fan)

#

so like, make the model by attaching the clothes and stuff then import to vrc?

ornate cairn
#

if u have it's file then why not.

wraith turtle
#

..true

#

just my main problem is

#

how

#

because i've just been modeling a jelly-filled donut for what

#

an hour and a half??

#

and i have NOT learned how to rig

ornate cairn
#

if u know nothing about rigging u need to watch tutorials on youtube

wraith turtle
#

my brain feels it can't handle 1. more. tutorial. one i feel is enough from just learning how to model 😭

#

but here goes anyways

#

uh

#

what tutorial do you recommend, @ornate cairn

ornate cairn
#

haven't seen many that focus on vrchat so maybe this one https://www.youtube.com/watch?v=6WqCUdilzS8&t=121s&ab_channel=RainhetChaneru

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

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

▶ Play video
#

u need just to look for them till u understand basics

spark snow
ornate cairn
spark snow
ashen seal
#

Hi hi, quick concept check- physbones will only apply to bone chains that are children of the root bone, right? I have a model with a root bone for the hair, and below that are three individual children bones for the bangs and two bones for sidelocks with their own children. testing with phsybone only seems to transform the two with children of their own, is that how it's meant to work?

wraith turtle
#

how do i attach an armature to something?

#

like, basic armature in blender

lethal anvil
#

it might have been re-added, but i once followed the tutorial to a T

#

and between two videos something happens, and they're just like 'if you did it all right, it'll move with the mesh'

lethal anvil
#

what's up with this, why's it going all weird

sage patio
lethal anvil
#

thanks, and thanks

sage patio
#

normalized weights means that for every vertex, the sum of all of the weights for the groups it belongs to add up to 1

rotund kraken
#

what is that lol

sage patio
#

so for a vertex at the elbow, it's pretty much going to be weighed 50% to the upper arm, and 50% to the lower arm

lethal anvil
#

that's a lil' elbow that has no weight and is there for my sanity

#

also thanks, that makes sense and is probably what i'm missing, i'm helping someone else in #avatar-help and basically built their avatar to see what problems they'd encounter

sage patio
#

Unity's rig config will warn you that the lower arm is not a child of the upperarm

#

because that bone is between them

lethal anvil
#

yep, i'll fix it up before moving it to unity, just need to get it deforming correctly

magic solstice
#

Does unity/vrchat prefer the rigs to have shoulders and hip/thighs a certain relative distance wide?

#

Like shoulders are 1 unit apart, therefor hips should be 1 unit apart?

#

Things were happening in vrchat that I didn't expect; It almost looked like vrc or unity moved the start of the thighs closer together because it thought the legs were too wide set?

lethal anvil
#

i wish i were better at weight painting

lethal anvil
#

yeah my bones are still broken

foggy hull
#

does anyone know why this happens?

lethal anvil
#

check the options for head, and the hands to see if that bone is slotted elsewhere, and make sure that bone is also slotted somewhere in the rig settings

#

red usually means missing or used multiple times

sage patio
#

it should be above the legs

foggy hull
#

it is above

sage patio
#

no

foggy hull
#

changed it

sage patio
#

better

lethal anvil
#

changing the bone rotation mode to Quaternion WXYZ went a long way to keeping the bones inside the arms @foggy hull

foggy hull
#

alr

lethal anvil
#

gonna give it a test

foggy hull
#

removing upper chest fixed everything

lethal anvil
#

h e l l y e a h

lime tiger
lethal anvil
#

100% this

thorn stirrup
#

I think I can ask this here, I am making a doc ock avatar and I’m wanting the arms to move and get longer with an animation, but the easiest way I can think of doing it is with an array modifier that follows a curve and a curve modifier in blender. But when I add it to unity it doesn’t work. Anyone know if I can do that or not? I ask here because I’m not sure if this question would go under #animation channel or this one, sorry if this is the wrong channel to ask

lime tiger
eager moat
#

I keep trying to use the Symmetrize tool in blender, but it never works. it's in the same position every time. I have setup the .L names but nothing is happening

ornate cairn
#

but sometimes it needs to be on right axis

eager moat
#

oh god damnit

#

ok I named it to _L but nothing changed

ornate cairn
#

rotate them to x axis

eager moat
#

it does this

ornate cairn
#

ye ur on wrong axis

#

rotate whole avi

eager moat
#

By what amount?

ornate cairn
#

try going to object mode click on armature press r then z and type -90 and enter

eager moat
#

still does the same thing

#

tried on all axis

#

should I just start fresh?

ornate cairn
#

where is your origin point when u look at front of avi

cursive goblet
#

I'm having issues getting a rig to work with my model and I have no idea what I'm doing wrong

#

I made a model, I made an armature, I made the model the parent of the armature, but moving bones in pose mode doesnt work

sage patio
#

"the parent of the armature"

#

you have it the wrong way around buddy

#

your meshes should be parented to the armature

#

every mesh also needs an Armature modifier, with the Object field set to your armature

cursive goblet
#

The videos lied to me

#

or i misunderstood lmao

cursive goblet
sage patio
#

in the viewport, select your mesh, shift click the armature, Ctrl P > Object

cursive goblet
#

I can't see the armature through the model

#

Sorry for all these noobish questions

sage patio
#

you need to enable "In front" under the viewport display options

cursive goblet
sharp lynx
#

Have you tried using the Outliner menu to select the stuff.

cursive goblet
#

Thats what I had been using

#

but I still want to see the armature

sharp lynx
#

Is the Armature set to visible?

#

it'll be the eye next to the camera to the right of the name.

#

or are you saying the armature doesn't show up in the outliner menu?

#

Cause if it's the latter the armature will be inside the the model you parented it to.

#

Like so

sage patio
#

that's wrong

#

it should be the mesh parented to the armature, not the other way around

sharp lynx
#

yea. it is wrong.

#

also there's a property that can make the Armature invisible

#

make sure that is checked

#

or the armature will be invisible.

fading verge
#

whatthis

white solstice
fading verge
#

dont owrry

#

problem is fixed

#

it is

#

aokay

silk cloud
#

how do I rig a donut

#

I want the hole to do lip flaps

dapper moon
#

does anyone know a good way to fix broken shading when making visemes?

#

this to be exact

south junco
#

What is avatar ringging?

#

Rigging

copper halo
#

hey i need some help! im trying to rig the pants to the avatar but when doing the automatic weightpaint it complains about something at the bottom

#

okay i managed to get it to work but it does not move as much as the body itself.....

copper halo
rotund kraken
# copper halo okay i managed to get it to work but it does not move as much as the body itself...

https://www.youtube.com/watch?v=yr5KRYz5ybs& auto weight is a good start but transfer mesh data is better imo

In this tutorial I explain how to use the Transfer mesh data control in blender, this is especially useful for skin tight clothing and getting separate meshes to share vertex group data, making it super easy to weight paint new meshes to a pre-existing rig.

This one is a bit more advanced but if you understand the fundermentals of rigging, this...

▶ Play video
copper halo
#

alr ill look into it

#

thanks

copper halo
rotund kraken
#

time to suffer with manual painting 😰

copper halo
rotund kraken
#

try uh

#

did you do nearest face interpolated

#

nearest face int seems to be more accurate. its worth a shot but if it doesn't help youll have to check every weight paint

#

usually the transfer mesh data thing gets it good enough so i can tweak minor clipping

copper halo
copper halo
#

its following the leg as intended.... just uh... does not move enough... even tho its as heavily weightpainted as possible

#

yea no i cant find anything wrong with the weightpaint

copper halo
#

tried some diffrent pants and it now works just fine

rotund kraken
#

weight painting is my passion :')

#

there has to be some hidden thing to see weights down to the smallest amount or something similar, please god

fervent hornet
rotund kraken
#

thatll help for the future but doesn't now lol

#

thank you though

fervent hornet
#

Yeah the main thing with rigging is knowing your tools and when to use them

copper halo
#

okay! last blender related question..... how the hell do i connect the hair to the rest of the bodys armature? or do i even do that?

copper halo
#

allr. still cant find anything on it

rotund kraken
#

thank you for being condescending xd

copper halo
#

if i do try to join them the hair ends up on the floor even if i use the correct armature in modifiers..... and the thing ends up with 2 head bones

fervent hornet
fervent hornet
copper halo
#

they are

#

they are both the same scale and position

fervent hornet
#

You've applied transform, rotation, and scale for both armatures?

copper halo
#

yes

fervent hornet
#

How exactly are you joining them?

copper halo
#

ctrl + j... is there other ways to join them?

fervent hornet
#

Are the meshes for the hair and body also at 0?

#

There are other fucked up ways yeah but ctrl j is the best

copper halo
#

well the hair was not but i dont understand why it was moving down

#

i just uh... how do i get rid of one of the head bones when i merge them and how to i connect the hair bones to the rest of the armature if i do that?

fervent hornet
#

Well we need to get past step 1, does the hair move when you join now that it's transforms are applied?

fervent hornet
#

So now that it's one armature, you can merge bones using CATS or change parents using ctrl+p

copper halo
#

what is CATS?

#

and change parent of what? the hair bones or the extra head bone? i assume the hair bones

#

wait i figured out how to change the parent

fervent hornet
#

Cats is a blender plug in that has a bunch of useful features. Usually all hair bones would be children of the head or a child of the head

#

If I have a lot of independent hair bones I usually make a "Hair parent" bone for hierarchical organizational reasons

copper halo
#

lets goo thanks alot i got it connected

#

dont ahve that many hair bones

#

i will figure out the unity part soon. gotta get some sustinance

copper halo
#

@fervent hornet if you dont mind me asking again.... do you need a special sdk for dynamic bones... and if yes... were does one find it?

rotund kraken
#

comes with the avatar sdk :)

rotund kraken
fervent hornet
#

Not sure how my initial statement was unhelpful as auto normalize helps avoid the scenario you were in. Regardless you should be able to see a list of all vertex groups a single vertex is part of in the same menu where the transforms are listed

copper halo
#

any reccomendadtions?

rotund kraken
# copper halo alr! then ill go and find a decent shader thing cause i have legit 0 clue how th...

oh like, shader for your avatar? :o i use poiyomi toon. its free and has a lot of cool stuff you can do with it. they have a discord server too that ive heard is helpful! https://github.com/poiyomi/PoiyomiToonShader

GitHub

A feature rich toon shader for unity and VR Chat. Contribute to poiyomi/PoiyomiToonShader development by creating an account on GitHub.

copper halo
rotund kraken
rotund kraken
copper halo
copper halo
#

allright i have returned cause uh... were do i find the thing that i turn the rig humanoid thing? is it this thing?

#

okay it was correct but uh..... it decided to make the hair the jaw... how do i unselect this

#

and is the jaw needed for the mouth moving when talking?

#

i assume its in this menu you also do dynamic bones?

#

i am soo incredibly confused

#

how do i save the stuff?

dawn torrent
copper halo
magic solstice
#

Quick question: Can you reposition bones through the animation controller? Like, changing the base position for hairstyles

livid gulch
#

Howdy, I painted my weights before applying automatic weights with CTRL-P. Do I have to do it all again?
Basically my weights and bones aren't synced.

sage patio
#

the prerequisites for making a mesh move with an armature are:

  • mesh parented to armature
  • Armature modifier on mesh with "object" set to your armature
  • vertices assigned to vertex groups that match the names of bones in the armature
livid gulch
#

Ohhhhh, thanks, I think it was the second one I must've skipped lol

#

Cheers for that

livid gulch
#

Yep! That fixed it @sage patio . Cheers!

storm kestrel
#

any suggestions on how to rig this

#

its head is also its torso so no autorigger is not gonna get a good result with this

crisp tendon
#

I don't think that's something that should be humanoid sweat

storm kestrel
#

if i just rigged the arms would it work

#

cause if i do head it its gonna get real ugly real fast.

crisp tendon
#

I don't think it's something I could explain easily, since it'd most likely have to make use of rotation constraints

storm kestrel
#

if i painted the whole body blue in the weights do ya think it would work

crisp tendon
#

The less humanoid something is, the harder it is to rig it as a humanoid teehee

sage patio
storm kestrel
#

so i cant rig 2 floating arms and have the rest of the model be static?

#

well darn

#

that was basically my plan, rig 2 arms, and have the legs have some premade walking animation

storm kestrel
sage patio
#

you can have a humanoid rig inside of it, and weight paint the whole torso to the hips if you want.

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100% influence is red, blue is 0%

storm kestrel
#

yeah cause the body/head is supposed to be a solid object

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the arms are able to do whatever

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I mean ppl managed to get tanks to work

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So it must be possible somehow

iron trench
storm kestrel
#

but yeah i can weight paint the cone to being a solid object right?

storm kestrel
#

although i dont even know how to rig that

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because i just learnt all this stuff today

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and i cant edit an autogened one because the first frame of animation is

iron trench
#

did u parent auto weight?

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hmm...

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https://www.youtube.com/watch?v=f3fn6JK0VrY&t=594s
i think you need to watch this to learn how to weight paint

In this Blender 2.92 Tutorial I'll show you how to use Rigify to easily rig your 3D characters!

This is Part 2/2 of this video. In this video I explain what weight painting is and how you can adjust skin weights for good deformation. In part 1 I showed you how to set up and generate a rig as well as how to attach your model to the rig. So if yo...

▶ Play video
storm kestrel
iron trench
storm kestrel
iron trench
storm kestrel
#

man i just realised how huge this character is

iron trench
#

1 unity cube = 1 meter

sage patio
#

orrr you could just scale it down in blender and apply that scale

copper halo
#

okay soo uhm..... how does one make the colliders round for the physbones?

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cant grab or interact with the bones

#

okay i got the thing i wanted to work but one of the breasts dont move when grabbing the bone... only move when its moving around... nad yes the bone is grabable. i can see the grabbed bone moving while the rest does not

#

it is weightpainted propperly

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when i grab the bone to move it... the mesh does not follow

#

but it does move when the avatar is normaly moving around

#

these are the setting for the bone... they are identical to the one that does follow the mesh and yes i can interact with the bone... the mesh just does not follow it when grabbed

#

there is a bone called Boob_root, should i use that or the bone its connected to? or itself?

#

ooh allright? but if i only want the collider thing of the boob bone itself?

#

am not, got it to work with the transform thing. thx

copper halo
#

okay now only facial expressions tied to the gestures left and then i might be done for now

copper halo
#

soo am i doing something wrong?

#

it does change facial expressions but it does not turn them off... so in the end i just stack all of them

#

is it cause i dont have an animation for theidle one? does there need to be one? when does that occur?

wispy coral
copper halo
wispy coral
copper halo
sage patio
#

since switching from one gesture to another won't cause a reset

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instead, you would need another layer above the 2 hand layers in the FX controller

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and in that layer you would put the animation that resets all of the blendshapes to 0

cursive goblet
sharp lynx
#

Try pressing Alt-H

cursive goblet
#

Wait, made a new workspace and now it shows

sharp lynx
#

if you press H it hides what you have selected Alt-H unhides whatever is hidden.

cursive goblet
#

Thanks, but I guess it wasnt showing cause I was in the sculpting view

sharp lynx
#

The default settings in the sculpting view do hide bones.

storm kestrel
#

i am trying to get the pupil to work and its a sphere connected to the neck

sharp lynx
#

Is there a way to parent/child a pair of bones in such a way that the child will inherit the parents rotation without inheriting its other transformations? I'm looking for a way to keep two bones parallel without the second bone changing position.

cursive goblet
#

Could this be why my rig only works on part of my model and if so how do I fix it?

#

wait nvm, turned on bone envelopes and it started working

tight musk
#

Not too sure on the avatar dynamics capabilities but would they be better to use over cloth physics?

tight musk
edgy bear
maiden ivy
#

i need help with rigging a avatar for face and eye tracking

sage patio
dawn torrent
edgy bear
dawn torrent
edgy bear
#

Of course! Furries with avatar problems have to look out for each other!

dense robin
#

With the new IK system, It make my avatar's chest and hips pop out, Is there a way to fix this if anyone knows (I will display some images)

#

Its fine for full body users but half-body people's chest stick out

robust crescent
#

Spine really wierd, straighten it, also flipped hip

copper halo
#

soo uh.. trying to set up my eyes, they used to work but randoly stopped working ingame.... yes they are weightpainted.... i cannot find a single issue with this in unity.....

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and yes the rotation states show up propperly in unity

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and the correct bones are selected

#

i have no clue what the issue is

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nvm

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was missing eyelids

white solstice
wind onyx
#

I'm having an issue building my avatar. I was able to build and upload it once but then I added some stuff and got these errors:

#

I've tried undoing my changes but still get the errors so I'm a bit stuck. Any help is appreciated.

digital night
#

i have a model with a very simple rig(pelvis, stomach, torso, head, upper arm, lower arm, hand, thigh, lowerleg, foot) and only 16 bones.
the SDK requires about 19 due to shoulder bones and neck bones being a requirement. otherwise it doesn't get recognized as humanoid
should i just make fake bones to make up the difference and parent them to the real ones?

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parenting the head to the neck bone for example ended up with the head glitching around if my head was bent too far in a specific direction

reef venture
#

i need help rigging hair for an avatar can anyone help?\

stable nymph
#

ive got this fella, would anyone be willing to lmk how to rig him? ive tried looking at videos but none of them are specific enough for this

acoustic sleet
inner cedar
#

How do I add and edit FX controllers? I've got a character where their entire face is a texture and I have different face states on the texture sheet. I'm looking to offset these textures and animate them as part of the viseme parameter. I'm making this as a commission, so I'm trying to find a way to get it to work.

karmic plank
#

Hi. Does anyone know why my avatar is giving me this error? Or what I should be checking on Blender to find the problem? When I export using CATS, it doesnt give me any errors. Any help would be appreciated.

karmic plank
#

I got it fixed! The Shape Keys were all messed up. Separating the head from the Body, then deleting all shape keys from the Body fixed all shape keys, which got rid of the problem of very far away vertices on Unity.

agile basalt
#

Hi guys, suppose I set up a model for my friend in unity, with extra toggles, gestures and everything. Now how do I send the entire unity thing to the friend without them having to set anything up or mess around with stuff?

reef venture
#

could anyone help add and connect bones to the hair?

agile basalt
#

I'll do that :)

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Like the entire unity thing right

crisp tendon
#

The whole project yes

sage aspen
#

Alright in short my VRC component looks like first image and i need it like 2 image. How do i do this

#

god help me my freetime has dissapear because of this

acoustic sleet
#

you can find it here

sage aspen
#

no its good i figured out what happened after alot of tinkering

orchid halo
#

An avatar I purchased has a skirt. The bones of the skirt are rotated in random directions, not even the top bones match the bottom children in terms of rotation.
This makes creating an optimized skirt difficult. Can I rotate bones in a model (via Unity or Blender) without affecting the mesh?

acoustic sleet
#

yes. doing it in edit mode on blender will not affect the mesh

orchid halo
#

Ok! In terms of unpacked prefabs in Unity, is there a way to upload the new model without starting over? My attempts to do so cause the model to stretch in eldritch ways

acoustic sleet
#

thats something i personally never found out about, but i do know that messing with bones in blender and then overwriting the old model in the unity project with the new model will not make the model go wonky

sage patio
#

when you export from blender, export directly to your folder where you keep your model in Unity. ensure to either always use the CATS export button, or make your own export preset which has "Apply scalings" set to FBX All, and "Add leaf bones" disabled.

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drag the new FBX into your scene, and use Pumkin's avatar tools to copy the components from your existing avatar to the new one you just dragged in

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now, whenever you want to make changes to the FBX, do so in blender, and re-export to the same location in order to override the FBX. Unity will recognize the change (might need to alt tab back and forth) and will update your model in the scene

#

if you did armature changes, you will need to go to the rig config in Unity and click Pose > Reset pose, then Apply, then Done

#

the model in the scene should update aswell. in the event it does not, use Pumkin's avatar tools and click Reset pose

orchid halo
sage patio
#

yea, don't try to drag it between objects

#

drag it onto the name of an object

orchid halo
#

And once it is inside the prefab, is it ok to add the object/armature to the original armature?

viral portal
ornate cairn
viral portal
wind star
#

im a blender noob myself but you could try and select both the model and the armature, hit ctrl p and then click armature deform with automatic weight paints

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make sure you are in object mode

viral portal
#

ahhhh

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Thankyou though

wind star
#

aw rip sorrry:/

viral portal
#

ah its okay its okay

ornate cairn
viral portal
#

both the body and the bunny legs are set to the same armature underobject

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if thats what you mean

indigo forge
#

Can anyone point me at any good documentation of generic non-humanoid "rig" examples, including tying custom controller inputs to animations? All VRC docs seem to say about it is "it exists - look at this [also not super-documented] example for more information." 🙂

devout lantern
#

Hey guys! sorry for the super newby question but is it possible to attach an object to another characters head with the new avatar dynamics system?

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without latency, for a hat for example

pastel bough
#

Hi, I have a rigged base model that I received from the Unity asset store. It looks great and works great in Unity, but I want to edit the model slightly in blender. Can anyone tell me what magic combo of import settings will get a Unity compatible rigged humanoid FBX into blender without totally mangling the bone orientations and twisting the model into a friggin pretzel like this?? I know about using CATS to fix things up, but that usually seems to change the rig and resting pose slightly, which I do not want to do because the rig is perfect as is. I just want to get it imported correctly 😦

sage patio
pastel bough
#

While in unity it's perfect

digital willow
#

trying to figure out what to do with my bones and then add physbones

ornate cairn
#

if u want good physbones don't make any root bone that is part of humanoid rig a root in component

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so try making root bone that is apart from humanoid rig for every bones that gonna be part of physbones

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and u should be good

pastel bough
pastel bough
#

Nope never mind! Imported blender version on the left has more relaxed hands than the original on the right for some reason?! I just want the same. friggin. rig... gah

pastel bough
#

Well I managed to get them closer. But if I put both models in the same positions it's still not 1:1 the same rig/pose?!?!?!? No idea wtf is going on. I hate this lol

brittle jewel
#

Is this rigged already?

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Should be because its From a game.

pastel bough
#

Yup looks like it, those black lines are all the bones.

paper pawn
#

Does anyone have a list of what bones VRchat forces to be straight? I remember someone mentioning it.

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for example

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if i rig my model like this

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will VRC force the foot forward to be in line with the thigh?

robust crescent
#

The upper leg isn't straight on that pic but it need to be 🔨

inner cedar
#

How do I add and edit FX controllers? I've got a character where their entire face is a texture and I have different face states on the texture sheet. I'm looking to offset these textures and animate them as part of the viseme parameter. I'm making this as a commission, so I'm trying to find a way to get it to work.

sage patio
#

most people choose to make one by first duplicating the default Gesture controller, in order to get the two layers for hand gestures

thorn stirrup
#

Does anyone know how to make the tentacle move like this? I’m trying to make an avatar and would like to do that or something similar. I know how to make something similar in blender but it involves array modifiers and curves which can’t be imported into unity i don’t think, anyone got any ideas? https://youtu.be/C2MKWLOSxxM

sleek isle
#

I guess you could use that setup and add hip bone bellow. You end up an upper chest. Better for IK 2.0. idk.

#

I didn't really personally test what setup work best for the new IK. I should delete that old post probably.

devout quarry
#

How much would somebody charge to rig an avatar?

rotund kraken
#

depends on complexity

devout quarry
#

Just like the basic body parts, nothing fancy, like head, elbow, wrist, hands and all that jazz

rotund kraken
#

hrm you could try putting it through mixamo if its super basic

devout quarry
#

That’s what I tried first but then it made it all grey and I didn’t know how to make it color again

rotund kraken
#

normal for mixamo

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it doesn't matter if you have your texture in mixamo or not, you just reapply it in blender

crisp tendon
lilac cloak
#

hey all, im going insane here. i have a model when imported into unity, the leg sinks in on itself like this. however this doesnt happen in blender, and i went over every single vertex group to see if it was a weighting issue so thats not it, and even went over my shapekeys so thats not somehow affecting the leg. anyone know what could be causing this?

#

the model has two seperate body models (the default and a suit version) and it happens on both so i dont think its a weight paint issue

crisp tendon
#

How many bones do the legs have ?

magic sonnet
#

not sure if this falls under rigging or av3 help but does anyone know if theres a way to invert a rotation constraint in unity? like rotate one bone and then the constrained one will rotate in the other direction?

digital willow
#

I wont repeat the question here but, I posted about my bones in #avatar-help trying to figure out what's optimal for using physbones which I didn't add yet

crisp tendon
reef venture
#

when i import my avatar from blender to unity it becomes massive in unity from some reason can any one help?

ornate cairn
reef venture
ornate cairn
#

resize it in blender then

reef venture
#

how?

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i jus started usin blender

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so i dunno shiet about it

ornate cairn
#

press a and s

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one cube in blender is 2m

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use it as reference

reef venture
#

select everuthing then i do a and s?

reef venture
ornate cairn
#

check if ur in object mode first

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button a selects everything btw

reef venture
#

ah ok

crisp tendon
ornate cairn
#

but it is good practice

crisp tendon
#

Is Apply Transforms enabled by default ?

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I thought it was experimental

ornate cairn
#

might be ima check quick

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well ur right i thought it was there by default

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guess only fbx all is by default

crisp tendon
#

Thanks for checking, I wasn't 100% sure on it either

ornate cairn
#

i just never export with cats i always like to do it with default blender

#

so i forgot completely

reef venture
#

when i exported with cats it had the scale there

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so i jus fixed it from there

paper pawn
robust crescent
#

yeh the image is abit odd cause it not straight on it, but your bone should be

paper pawn
lilac cloak
#

weird naming i know, but its all mapped properly in the rigging menu

#

heres how it looks in blender. ive gone over all my vertex groups multiple times, nothing is affecting the leg weights to cause it to collapse like that in unity

#

and like i said, my model has two outfits, and the leg issue happens on both. exact same sinking of the leg, so i dont think its a weighting issue.

#

okay nvm.... i reimported multiple times and just randomly it decided to fix itself 🙃

winter heart
#

how do I fix the leg clipping when I bend his leg?

inner cedar
sage patio
#

HandsLayer

#

@inner cedar

inner cedar
#

Ah gotcha

sleek isle
#

VRChat use 4 vertex weight maximum on one vertex.

#

More then that and the lowest will get ignore

unborn nebula
#

would anyone help me in here with a vertex group problem? im trying to change the object from one to another and i dont remember how to add vertex groups

fading verge
#

where do i enable the better view for weight painf mode in blenda

#

i remember someone mentioning this like twice

ornate cairn
#

it is more bright and looks clearer

unborn nebula
#

would anyone be willing to help me?

digital willow
#

anyone know what this means? I think I asked before and was told it doesnt matter, is that true? clicking on select selects the ankles... I dont know what's up with that. really wanna make sure since I have FBT

lime tiger
digital willow
#

or

#

sorry

lime tiger
digital willow
#

from the SDK, so u mean it's an irrelevant error that they should make not appear

digital willow
#

ok I see. that's what I remember being told but wasn't sure. thanks for confirming. Im very forgetful orz

unborn nebula
#

ok i did it you think it will work on unity? also it only seem to have 1 vertex group when my last one had 95

digital willow
#

if anyone ever would be so kind to look through all my bones sometime then I'd appreciate that. Im not sure what's optimal and I have a few things Im wondering about

#

but maybe because of this I can at least ask about my ankles

lime tiger
#

just post it in this chat or something

digital willow
unborn nebula
#

ok ill test it in unity rn

digital willow
#

this looks good?

#

I am already yeah

unborn nebula
#

yes

digital willow
#

what about my toes in Unity? they are set to none

#

that's fine right?

unborn nebula
#

no

#

fbx

digital willow
#

hee

#

wat

lime tiger
digital willow
#

ok thanks

#

on rigging the armature?

#

in Blender

#

I dont know what Gueba was saying though... seemed random

unborn nebula
#

interesting

#

when i put the fbx in unity

#

the textures dont apear

lime tiger
#

be careful though.
Everything labeled as a "Rig Hack" is not functional in the new IK
The head of the hip should be level with the head of the thighs.

unborn nebula
#

its invisible

digital willow
#

oh... yeah I should. I had opened it before but didnt watch it

unborn nebula
#

its missing a prefab

#

oh no wait thats another thing

digital willow
#

ok mine are already like that