#avatar-rigging

1 messages · Page 205 of 1

lime tiger
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In the tutorial, Kung says to move it up, which I was warning against on the new IK

digital willow
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is Kung not doing that in the video? I worry I'll forget and then do that then orz

lime tiger
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still a wonderful tutorial

digital willow
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ok, I'll try to remember that

lime tiger
digital willow
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Kung helped me a lot with FBT, I didnt know he was apart of the VRC team at the time orz

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but I'll watch that later, now Im trying to add physbones. but progress is slow and havent even gotten to it yet T.T

lime tiger
digital willow
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but

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is it optimal to parent it to the top of it?

digital willow
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the cloth, and tail and belt too

lime tiger
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I mean, you can only parent the tops

digital willow
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oh

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that's why it's flipped

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I mean, it's flipped and that's why it's below

lime tiger
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unity also doesn't even keep track of where the tails are

digital willow
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and this is still optimal, to have it flipped?

lime tiger
digital willow
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cause the spine is parented to the hips

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oh... well...

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it used to right? I think that's why I did it

unborn nebula
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did i do something wrong? i dont see the texture

digital willow
unborn nebula
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made an fbx file

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and pasted it in unity

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blender looks like this

digital willow
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hm. not sure you should paste it but...

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to get the texture on the material you can drag the material on to the mesh in the scene, if the material doesnt have a texture like it looks like for you, then select the material and then select the texture there

unborn nebula
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that blender or unity?

digital willow
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Unity

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but this is the wrong channel for this I reckon

unborn nebula
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maybe

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neko mind if i call you?

digital willow
hallow kelp
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did i import wrong? not sure what happened all i did was import through CATS

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this is in the viewport shading mode

hearty oasis
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sometimes cats is a little silly and it messes up the textures, but usually if you hit the big "fix model" button it fixes it

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if it doesn't then u can usually just spam the button and it will get it right eventually lol

hallow kelp
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tysm <3

worn tulip
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are twist bones still the standard? ive seen some people saying you dont need them with new ik?

broken laurel
fading verge
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what direction is he facing in blender

digital willow
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help plis T.T cant unhide bones in edit mode, and it seems impossible to follow the optimal way of putting my spine and hip bone straight, but also in line with the legs which should be in the middle...

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I dont know where or if I should compromise

worthy whale
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anyone have any clue why the model imports like this or how to fix it?

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if i press fix model it makes it super big and laying on its back

sleek isle
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select all the bone in pose mode. then alt + r / alt + g / alt + s

worthy whale
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when it lays on its back its visemes are broken when i stand it up

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like when its laying down the visemes look fine but when i stand it up the visemes are broken

sleek isle
digital willow
cursive goblet
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Are shoulder bones required?

fading verge
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So, I have my model 50% done, But I wanted to know how I make sure the assets (Clothing, Hair ect.) Will stay on her body?

bronze fern
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Weight paint them onto the body

fading verge
bronze fern
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likely because the clothing already has a parent?

fading verge
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Oh, so what would I do in this instance?

bronze fern
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its hard to say without knowing exactly whats going on

fading verge
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Hmm

bronze fern
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The tutorial above assumes the clothing has no skeleton associated with it i think

fading verge
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I see

bronze fern
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i havent rigged this way in a while tbh

fading verge
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Oh, I'm dumb-

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I was clicking the mesh, not armature

prime sluice
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hey im just started toying with unity/blender, would anybody guess why this happened?

  1. i deleted bunch of Bones from the model's face (coz idk how to use it xP)
  2. i followed this vid to make visemes by CATS and it worked https://www.youtube.com/watch?v=m2LcMIyeSnw
  3. i havent allocated Eyes/Jaws in that "Assign Bones" menu coz it seemed there was no appropriate Bone

ive encountered bunch of issues so i will re-do everything tomorrow, but i couldnt figure the cause of this "mouth stuck in the air". 🤦

bronze fern
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You deleted the mouth bones, and by extension deleted the bones the mouth was weight painted to. the mouth is now stuck in its base position because it has no bone telling it what to do

bronze fern
prime sluice
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thanks for your insight! using weight paint makes it a lot better xD
tho apparently model had inner mouth so it still came out like tongue if i moved my head... but thanks for you now i know the cause, ill figure out how to fix and whats the Bone/Weight etc xD
thank you again 🙏

fading verge
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trying to rig my base model I made and I have a ton of issues

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idk if its just my model, I dont think there is anything wrong with it but its my first time doing it

crisp tendon
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The IK is unnecessary ! For the weight painting itself, automatic weight paint should fix all your problems

fading verge
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So just completely remove the ik components?

crisp tendon
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Yeah they're not necessary for vrchat

fading verge
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Alright

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Thank you

fading verge
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is there any way to save the neck to be a child of the upper chest everytime i do it and hit apply as soon as i hit done it reverts to being parented by the chest instead of upper chest and continues to throw the same error

robust crescent
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neck and upper chest both are on chest? 🔨 ( spine > chest > upper chest > neck )

sinful wren
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ok so i worked on my avatar for a long time now but it seems like all my bones have just disconnected with its respective meshes at some point during me working on the avatar, do anybody here might know the cause?

sleek isle
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No armature modifier or the vertex group got deleted

sinful wren
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basicly cant find all the armatures in pose mode, and i cant move them araound anymore, i can on earlier models tho:/

fading verge
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coming here from 3 modeling channel

dapper moon
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thanks a lot

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although now I know that the problem is not Unity

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but the model itself

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do you know how to fix the model itself?

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would really appreciate some tips

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in model I mean the blendshapes

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they are correct though

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no, I only have 2 materials

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one of them is for the glasses

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deleting it makes this

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separated

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maybe this is an old trick

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but don't you make different faces for visemes?

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removed 10 of them

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sure

digital willow
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anyone know how to show all bones in edit mode? they wont unhide with alt+h!

pale creek
broken laurel
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hello thanks for your reply and sorry for responding so late. i checked main armature and even putting the face mesh under the head bone it still wouldn't move w it

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i ended up going into blender since that's where the problem seems to be but idk what to do

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the CATS fix model feature doesn't change anything

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also the rigging looks all messed up compared to videos i saw online 😭

twin apex
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The mesh of the mouth/teeth moves in line with the bone while the actual jaw barely moves. Weight paint seems not to be the problem. Any ideas on how to fix this?

fading verge
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ive been experiencing a weird issue with my model , no twist bones from wrist to shoulder, any ideas?

crisp tendon
sly vine
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Is it possible to create the visemes and eye blind on a character using bones instead of moving the vertices into the position? My avatar is really complicated and I’m wanting to know of an easier way

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I’m still fairly new into modeling and rigging and this is my second avatar so I’m wanting to challenge myself with making visemes and eye blink

sage patio
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@sly vine you can just use bones and pose them to create the shape keys you need

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for blinking, you can use bones directly in the avatar descriptor, but not for visemes

broken laurel
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oh, yeah, it's in a vertex group with weight=1 on the mesh for the body and the hair

potent quartz
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How would you guys go about rigging something like this

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I obviously don’t want to do cloth modifier

potent quartz
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It is real

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I just made a replica in blender

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And now am stuck on how to rig it

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Hmmm okay

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I’m just scared somehow it’s gonna be crunchy

sly vine
sage patio
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yes

sly vine
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Ok thank you

broken laurel
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does anyone know why the rig goes up like that after importing and exporting from blender and then putting the model in unity? (before/after pics)

hushed solar
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hey! i'm almost done with this avatar, but i've been experiencing some issues with rigging the eyes:

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i've been told that the eye bones need to be pointing upwards in order to work properly, and i just fixed that in the past hour or so

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now the "looking straight" rotation state looks right without any tweaking, and the eyes are no longer rolled into the back of the model's head in vrchat.

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however, now, when i'm not previewing a rotation state, the eyes are rolled into the back of the character's head.

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not a major issue, but i'm super curious as to why this is. i feel like it's gonna freak out my client when i give them the unity project files lol

hushed solar
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oh wow

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not sure what happened here, but i started an entirely new unity project and it works fine now

crisp tendon
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Make sure to apply your bone rolls before export !

hushed solar
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got it!

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one more question!

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so, i have the eyelids controlled by these bones

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the bones are drivers for these shape keys, and the shape keys are affected by the up/down rotation of the bones

crisp tendon
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Blender drivers are not a thing in Unity sadcat

hushed solar
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however, when i rotate these in any direction, the eyelids do nothing

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oh wow ok!

crisp tendon
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If you wanted a combination of bones and shapekeys for something like this, you wouldn't be using the vrchat blinking system but instead make a custom animation that does what you want

pliant condor
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How does one weightpaint boobs

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I've tried weightpainting them manually, and data transferring weightpainting to other meshes but the results I keep getting is either the mesh weightpainting completely being messed up, re attaching the mesh together would destroy the normals, with no possible way to fix the normals. Whenever I tried to weight paint each one manually as close as possible, everything would clip horribly and all have the wrong amount of physics movement.
any ideas how to weight paint them properly ?

crisp tendon
pliant condor
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I’ll try that thanks

vital vector
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If I rig something in blender does it transfer to a unity project?

vital vector
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Is it better to use the VR Chat SDK rig or to just make your own

crisp tendon
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Whichever is easier for you !

twilit drum
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can somone explain what this means

sleek isle
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Maya don't export the skinning of one of my model any ideas why?

round turtle
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not exactly rigging but anyone know where i can get free dances? idunno where to ask this so i figured rigging would do the trick

vital vector
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What the fuck, has anyone ever had this weird issue

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trying to weight paint on blender to completely remove weight in some parts

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but it randomly starts adding to other parts as I paint

stoic zenith
vital vector
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yeah

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But that doesn't change that

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weight painting with 0 in some parts of the mesh will just add weight and in others not

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Do you know any way to just

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completely clear the weight of all bones

vital vector
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There we go, now to transform this into VRC avatar

sinful wren
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wait if an outfit is allready weight painted, does that mean it will be easy to add the bones and fit it to your model?

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easier*

sonic tangle
sonic tangle
sinful wren
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was planning to make them myself and then try and fit it to pandas base body

sonic tangle
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but weight paint has to be attached to bones

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i believe you can have bones without painting, but no painting without bones

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@sinful wren

sinful wren
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i guess its the vertex groups that remained and they seem to be weight painted

crisp tendon
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Vertex groups exist on their own, it's just the fact that bones are related to them if they share the same name

sinful wren
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hmmmm i see, since the bones are no more, removed them since i wanted to re rig the outfit so i could get it onto pandas base then i noticed it still had the vertex groups from the armature and the vertex groups are weight painted

vital vector
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Do I need to apply inverse kinematics if I want to make a VR chat rig

ornate cairn
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vrchat takes care of it.

vital vector
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Ah ok

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wait what if my rig doesn't have a knee

ornate cairn
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by knee u mean lowerleg?

vital vector
ornate cairn
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that avatar won't be humanoid

vital vector
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well dang

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So I would have to animate it mannually?

ornate cairn
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yes since it's generic category

vital vector
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I mean this works for now at least

vital vector
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maybe I can adapt this one into a humanoid rig

elder dirge
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Hey there, I'm having trouble getting the mesh to match the rig when I apply the pose to the resting pose

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The rig stays where it's supposed to, but the mesh goes back to it's original resting position

ornate cairn
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do you use cats plugin to apply rest pose?

elder dirge
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I don't think so?

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Let me try again

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OK, I did and it's still doing the same thing

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Should I post screenshots?

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I'm trying to set the sleeves to match the t-pose

ornate cairn
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oh that, go to modifiers and mark this in armature modifier

elder dirge
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I'm so sorry, where is that?

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I'm extremely new lol

ornate cairn
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blue wrench

elder dirge
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Jesus, thank you haha

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AHA

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Good lord, I've been troubleshooting that for hours haha

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Thank you!

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Oh wait. Uhh, that's confusing

ornate cairn
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if u want it's sleeves data move too u gonna need to rig it and move it sadly

elder dirge
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Can I just edit it like this?

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It seems to be working

ornate cairn
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u can

elder dirge
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Neat

elder dirge
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OK, I'm trying to merge the armature with the avatar but CATS can't fix the model

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I'm assuming these just need to be labeled?

crisp tendon
elder dirge
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I'm actually not sure what needs to be labeled

elder dirge
crisp tendon
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These are vertex groups, not bones

elder dirge
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Sorry

elder dirge
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OK, I've named them but I'm still getting the same error. So I guess CATS isn't just looking for a specific name

elder dirge
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This is the official cats folder structure. How can I make the rig match the correct structure?

elder dirge
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I don't know if this vertical shoulder bone is necessary for a shirt. That's the only extra parent piece that doesn't match CATS' documentation

elder dirge
crisp tendon
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They need to be dissolved then, or the shoulder bones manually reparented to the chest

crisp tendon
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Are you in edit mode ?

elder dirge
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I didn't know that was a thing

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Ohhh

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Sorry, forgive me

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There we go, it's parented to the neck

crisp tendon
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Should be Chest !

elder dirge
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Uhhh

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I don't have a chest

elder dirge
crisp tendon
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That's probably why Cats had some issues

elder dirge
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OK, "Upper body 2" should be "Chest"

elder dirge
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Still getting the same error

crisp tendon
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You have bones above Hips, hips are supposed to be the first bone, make sure to look at the image above

elder dirge
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OK, hips are parented under root

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I don't know what the Center and Groove are for though

crisp tendon
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Remove everything that isn't required first

elder dirge
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Like the constraints?

crisp tendon
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Anything above hips

elder dirge
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Hips is parent to the root I think. There's nothing ahead of it in order of operation

crisp tendon
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Can you screenshot your current armature ?

drowsy ferry
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so uhh, i rigged this model and it looks fine in blender and vrchat but the hands are detached from the arms and connected to the head ingame does anyone know how to fix this?

crisp tendon
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Remove the root bone

elder dirge
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I've actually tried but it somehow deleted all the children. I also can't set the hips as their own parent

crisp tendon
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That's how a root bone works

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You also still have two shoulders ?

elder dirge
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Any time I try to delete any bone it deletes the whole armature

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Give me a few, I think I've borked this

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I'm going to start fresh. It shouldn't take me long to get back to where I was

crisp tendon
elder dirge
crisp tendon
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Can you record a video of it ? I'm intrigued

elder dirge
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Yeah. I'm hitting the delete key if that sheds any light

crisp tendon
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Same thing with X ?

elder dirge
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Well now it just deselects

crisp tendon
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Do things in the viewport instead

elder dirge
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Armature is hidden in viewport

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I'm not sure how to bring it back lol

crisp tendon
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Alt + H

elder dirge
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Tried

crisp tendon
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I'd recommend any basic rigging tutorial at this point, would be easier for you to start from scratch and learn the commands for the rigging workflow instead of stumbling through it step by step thumbsup

elder dirge
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Yeah I've clicked around so much I have to have messed something up

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Thank you for your help and patience, I legitimately appreciate it

crisp tendon
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No worries, if you're still stuck somewhere after watching tutorials, feel free to ping me

crisp tendon
drowsy ferry
crisp tendon
drowsy ferry
crisp tendon
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Oh, sorry, I have no expertise with that software, so I wouldn't know where to begin sweat

drowsy ferry
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i just exported the file into blender

crisp tendon
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Merging your meshes in blender and then rigging it there before exporting should solve your problems

stoic zenith
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seems to me as if your wrist bones are parented to your head bone instead of the forearm bone

stoic zenith
drowsy ferry
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i lowered the view point bc i thought that would've been a problem and it just lowered the hands

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at this point i'm prolly just gonna rerig it

stoic zenith
drowsy ferry
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no dw!

elder dirge
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wat

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Why did I get flagged for spam?

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Anyway @crisp tendon I just figured out my problem for last night... I was fixing the wrong model. I thought the jacket was causing the errors but it was my character model.... My bad

crisp tendon
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Glad you figured it out !

elder dirge
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Me too. I just feel like an idiot haha

elder dirge
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OK, I think I'm super close, I just need to merge the armatures. Do the names of the arms of the jacket have to match the arms of the character model exactly?

covert jay
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Is the elastic deform tool or something /some way equivalent in blender 2.79?

spiral heron
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Hello everyone, I have a problem with my model, I've been seeing why this happens and I can't find a solution, when the avatar stays still the feet are put in this strange position instead of how they should when I walk, can someone help me, Thanks in advance

ornate cairn
spiral heron
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thanks I'll take a look

cyan scarab
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Hello, im currently trying to figure out how to stop my model from deforming in unity using the humanoid rig. i exported it using CATS
it bends just fine in blender but when i import it into unity and go into muscles and settings it goofs up a bit.
1:Blender
2:Unity
Please lmk if this is not enough info

icy quartz
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im new at riging models

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can some find at be good video to watch

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to start off my of how ever thing works

edgy ginkgo
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is there a way to make an avatar perfectly fit you so when you cross your arms then actually cross?

edgy ginkgo
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like ive tried changing the arm size, and it didnt fix it

edgy ginkgo
icy quartz
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Like a tape measure or something that can measure the width of your arms

icy quartz
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Just suggestion I'm still learning all this stuff

fading verge
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Does anyone have any good blender tutorials for bones? I'd like to add bones to clothing I've found online and make them toggleable on a booth avatar in unity

fallen chasm
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So I've got a slightly deranged question about something I'm not even sure is possible

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so by default with just like an Oculus controller and headset, you track your hand and track your head and then VRChat's IK whatever solves for the rest of your body position - more specifically for my purposes, it solves for your arm

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I'm tossing around an idea for an avatar that I would like to have 4 arms. Which may already be a terrible bad idea but "Hubris" is my middle name

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here's the kicker though - instead of just directly copying the motion of the primary arms onto the secondary arms, I'd like to do something a little like ... this. Have a physbone attached to the hand point, and effectively have a second imaginary hand point at the end of that bone, so another IK chain for another arm can use it as a target. The final effect being that the secondary arm's motion trails behind the primary arm on rapid movements

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the question being: is this possible to do in Unity and VRChat at all? Or am I off my rocker

austere tapir
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I need someone who knows how to weight paint to weight paint a corset for me. Anyone available to help? I can pay.

fallen chasm
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What do you have, and what do you need it for?

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is it to go with a specific model?

austere tapir
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This corset on a model made for VRC

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I just suck at weight painting. I need to learn more.

fallen chasm
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is that in Blender?

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and is the body under it already rigged & weight painted?

austere tapir
fallen chasm
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then weight painting it is like a 30-second task and I'd honestly feel bad taking your money for it

fallen chasm
# austere tapir Yes and yes

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carmine brook
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do they need to be connected or can i leave the offset?

austere tapir
carmine brook
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when in game when i have a chest tracker for somereason it brings the chest down

austere tapir
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Next time i will be using rigged items

fallen chasm
chilly ferry
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does anyone know why the arms are breaking when exported as fbx (i know the bones are crazy im just trying to move an xps to unity)

unreal flame
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Make sure your vertex group has the same name as the bone you made

olive glacier
sage patio
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which is 90$ (45 on sale)

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as a janky IK solution, you can try using a physbone chain and an Inside collider to "trap" the end of the chain

sleek knot
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but i have the avatar mapped

sleek isle
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Set it to none then back to humanoid

sleek knot
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i have and it's still doing it

halcyon dock
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Hello, I have encountered a problem, basically the shoulder/arm is not rigged properly so when t-posing, it looks like this

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Then i tried weight painting, and this happens

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any clues?

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same with the arms btw, the entire model is pretty much appearing twice. Online guides didnt help either

austere tapir
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And for someone thats not familiar with any of it i cant process how.

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If someone else wants to do it, id be happy to pay them some cash for it. I just cannot process the weight painting portion of it and it seems every person i hand this off too cannot complete the task.

olive glacier
inner cedar
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Can someone help me with setting up a character's 2D face for visemes? I already have a texture sheet, but I'm inexperienced with working with the animator and have ran into more than a few issues with it. If you're able to, I'd appreciate some correspondence through DMs.
This is the characters face:

unreal flame
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Ok so I got everything working and it looks good! (Other than the green, but thanks to someone here I got a fix for it! :D) BUT! My finger tips be janked, and I already edited the skeleton to reach the tips of the fingers (it wasn't before) and ensured the vertex groups matched the bone, but the tips are are still going straight up instead following form like shown in unity and blender :v

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I tested the bones in the blender and the tips are tracking right 🤔

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Everything is working except my finger tips xD

unreal flame
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unity is showing correct mappying for problematic bone

sage patio
unreal flame
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oh of course!

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I had to fix the weights with the eyes...

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why didnt it click earlier x3

sage patio
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also

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don't move bones

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rotate them

unreal flame
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aye, I do rotate, but sometime sI do it like that and hit ctrl Z

unreal flame
sage patio
unreal flame
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could this be dping it?

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apparently unity has the bones set to do this :v

sage patio
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every vertex can belong to more than one group, that's how you can make something bend smoothly. however, the weights to all the groups a vertex belongs to should add up to 1, no more, no less

sage patio
unreal flame
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ok

sage patio
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that is the relative position/rotation to the parent bone

unreal flame
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ahhhh ok

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So i gotta run it through blender one more time and hit the normalize all?

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or just normalize?

sage patio
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normalize all

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you will most likely need to touch up weight painting after that

unreal flame
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Ight I'll try that out and see what's what

unreal flame
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still doing it

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if i paint it, it stays red

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my thumb_1 actually has color to it 🤔

unreal flame
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im not sure why the finger tips are acting that way x.x

fading verge
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cause ive done this befroe

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you wont be able to use it as fallback though

sage patio
inner cedar
fading verge
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i dont know whether i should reply or not

jagged token
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I need help rigging a new arm to my avatar, if someone could tell me how to do it while I screenshare that would be preferred but I’ll take any help

serene raft
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mate i am having a hard time with my avatar

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the view wont center

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like im not looking out the center of the character

sage patio
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make sure you have Gizmos enabled to see the gray sphere where the viewpoint is

serene raft
sage patio
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check to see if there is a Camera component on your avatar

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there should not be one

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it's fine to have a Main camera in the scene, but there should not be any cameras in your model

serene raft
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I do not see a camera in unity

sage patio
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type this into the search bar in the hierarchy t:Camera

serene raft
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not there

sage patio
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can you click on the Armature object in your hierarchy, and screenshot the inspector window

serene raft
#

you'll have to give me a moment i reloaded unity and the SDK is acting up

#

i think I had the viewport on the wrong spot for a split moment and when I tried something different to put it on the right spot, the SDK wont work so I can't even test it

serene raft
#

Here is the problem I am getting, if I put the SDK descriptor on the armature, which is what im assuming you're asking

#

it throws an error for "no animator script"

#

but if I put one there it messes up the whole thing

#

but anyway

#

i clicked on armature and this is what the inspector looks like

#

now i need to swap back to windows to see why the support is no longer there

#

i donno why but now it's no longer supported for windows

sage patio
#

I asked to see the inspector for the Armature to see if the position was anything other than 0

#

also, remove the pipeline manager component from your armature

serene raft
#

aight it's gone

#

still not centered

jagged token
#

If rigging is like bones I need help in blender :(((((

fading verge
sleek isle
#

No armature component on the mesh?

fading verge
sleek isle
#

No armature assign?

#

The correct one?

fading verge
#

what

sleek isle
#

If yes then you have no vertex group weight paint on the hand that matches the bone name

fading verge
#

symmitrize doesnt work either

fading verge
#

but in the pose position it isnt

sleek isle
#

It's should follow the bone regardless

rain ocean
#

is this about right?

crisp tendon
#

Too many spine/leg bones

mystic root
#

might be a really weird question, but is there a way to move where rigging is with a shape key?

rain ocean
#

Somethin goin funky with my bones, whudido wrong?

unreal flame
#

is that for the tail?

rain ocean
#

i guess?

unreal flame
#

I have my tail root parented but not connected to the pelvis

rain ocean
#

oh, derp

dreamy robin
hushed solar
#

really quick question:

#

why does this folder look like this?

#

in unity, it's empty

#

oh wow i'm dumb

torpid rover
#

It’s because it’s empty

hushed solar
#

it really is empty lol

#

SORRY wrong folder

rain ocean
#

i learned parent hood today

#

i mean parenting

#

minds flayed

serene raft
#

well it's centered

#

but why is he standing like that lmao

silver oriole
#

Anyone here able to help me with this? I tried watching a video of weight paitning, but im still confused and don't know waht to do. And only corners seem to want to work where I click for some reason

fading verge
#

you have to assign vertexes to vertex groups them paint bones to those vertex groups

silver oriole
#

You mena something like this?

#

I already have vertex groups, the paitning doesnt work only I click on corners for some reason

fading verge
#

you might not have a lot of geometry to work with

#

what does your mesh look like?

silver oriole
#

How do I check that?

#

Its a minecraft character, so its minecraft dimensions

signal python
#

My rig is affecting a part of the mesh that isn’t even weight painted, anyone know a fix to this?

#

Tooth moves despite it not being weight painted

rotund kraken
#

id separate the tooth/teeth from the body and then wipe the vertex groups from that mesh, rejoin it back together again after weight painting the body

signal python
#

I can show you what it looks like

#

I’m not sure how I’d separate the tooth or the head without messing something up since it has a lot of vertices

rotund kraken
#

a model that small shouldnt have a lot, but uhhh edit mode then just L the teeth

signal python
signal python
#

@rotund kraken still having the same issues despite separating

#

Should I separate head and body?

rain ocean
#

finished my avatar ill showcase it tm-er later today

fading verge
vital vector
#

so it can bend smoothly

signal python
fading verge
#

select every bone

#

and remove any weight paint that the tooth has on any bone

#

and then select the tooth

#

and weight paint it to the head

signal python
#

@fading verge I have the teeth as separate meshes, should I rejoin them?

fading verge
#

yes

vital vector
#

Yo did anyone have a weird issue on blender

#

I which random vertex will refuse to be weight painted

#

Even tho they are selected and part of the vertex group correspondent to the bone

vital vector
#

Make sure to avoid grouping vertex that are on other groups or regions, that will easily create a mess I found out

glad bluff
#

How could I merge these two bone strings into a single string?

upper yoke
#

Does anyone know how to adjust the step length and get rid of the snapping around the torso and knees?

#

Also, the avatar stops standing over their center of mass after turning a bunch 🤔

fading verge
#

(ctrl r in edit mode over the mesh then move it roughyl wghere the elbows are

vital vector
#

Uhh, having some weird issues rn, some random vertices cannot be weight painted anything but 1.0 in Blender

#

the selected vertex cannot be weight painted anything but 1.0

crisp tendon
#

Normalize your weights ?

vital vector
#

even drawing over it with a weight of 0 will just set it to 1.0

#

aight

#

what does that do

crisp tendon
#

Makes sure that all weights on a vertex amount to 1

vital vector
#

that did nothing

#

still can't paint over it

#

I can set it mannually through here for some reason

crisp tendon
#

Did you restart blender or reimported your fbx ?

vital vector
#

It's an OBJ and I opened the project now

#

I don't wanna reimport it because that would require me remapping the vertex groups

idle shell
#

I am having a kinda of weird issue were my avatar's hands Stretch and squish in VRChat when moving them around, is it my rig/weight painting or something in Unity?

ornate cairn
idle shell
#

I'll go over my weight painting one more time and see if maybe I overlooked something.

#

here is an example of what I meant (sorry about the dark room, was just for a quick test of the rig and didn't expect to run into this issue lol)

#

Also going over my weight painting and nothing seems to be interacting with the hand or fingers other than the bones weight themselves.

rotund kraken
#

if weights are correct, all i can tell so far is that you have an excess thumb bone

idle shell
#

I'll double check that and see if maybe that is the issue

#

seems good in Unity all 3 bones accounted for

#

and Blender of course to show that aswel

rotund kraken
#

hm weird

idle shell
#

Yea, maybe it's cause I messed with things in Pose mode to get the body proportions better?

rotund kraken
#

it might be, yeah

#

pose mode isnt representative of what will be in game

#

need to either apply your pose as your rest pose through cats or clear the transforms

idle shell
#

hmhmm, gonna try both options and see what comes from it

rotund kraken
#

rigging is my bane so these arent guarantees but it might be worth it to tinker around

idle shell
#

Oooo-kay so using CATS pose mode reset the stuff I had previously got to the point I wanted proportion wise.

rotund kraken
#

this is the only button i use

#

i don't use cats to go into pose mode or anything

idle shell
#

Same here really, first time I really clicked it

rotund kraken
#

its known for screwing things up like that but blenders default "apply pose as rest pose" doesn't do what it says lol

#

if you're redoing your proportions, id save it as a pose in the pose library

#

just in case

idle shell
#

already have yee, so now the Pose and the Rest Pose are the same, applied any transforms, gonna test it in a bit

ornate cairn
idle shell
ornate cairn
idle shell
#

Oh, everything there is default right now, I haven't touched it

idle shell
#

Aight, My issue is fixed Thanks @ornate cairn and @rotund kraken I was really stuck on this one, you guys helped me out a bunch ^^

idle shell
#

Seems it might have just been a applying transforms issue combined with the Rest Pose not being set properly, thus the whole CATS screwing things over part for the proportions. In short was way easier to fix than I thought it would be

vital vector
#

Yo, I just need to know if this rig is compatible with SDK 3, if anyone could tell would help out a lot
(it only has 3 fingers per hand)

crisp tendon
#

SDK3 doesn't even need fingers iirc

fading verge
#

can someone help me with this rig, iv gotten some files from a game iv played and i believe iv rigged it, but im unsure what to do now. iv tried watching guides but none of them helped

crisp tendon
#

"This rig" ?

fading verge
#

should i send it to you in a photo? or can i share the blend file

crisp tendon
#

Can't you just post the image here ?

winter heart
#

I'm onto optimizing this avatar, and in blender I deleted basically all the hair bones to get it down to good, but when I crouch select pieces of the hair stretch out
I want the avatar to be good rated but how do I prevent this stretching?

crisp tendon
winter heart
#

gotcha

loud iron
#

Where do I find someone that does rigging service? I have model ready blender

vital vector
#

By any chance does anyone know how set a rig to T-pose, I keep getting the warning "character is not in Tpose" because of the weird fingers of this Model

crisp tendon
#

Scroll down the right page, there's a Force T-Pose option

sleek isle
#

Don't matter for the finger. I often rotate the thumb since it scuffed most of the time for index user.

#

And create custom pose for each gesture

vital vector
#

there it is

vital vector
vital vector
#

sorry for bothering again, this model was rigged for the 3DS but here says
"Spine1 is not a child of Hips" when in it clearly says here it is

#

(Unity screenshot 1)
(Blender screenshot 2)

stoic zenith
vital vector
#

there is no spine 0

#

as far as I can tell

serene raft
#

i have no idea

#

what happened with the arms

#

it just randomly went BRRT when i was fixing neck weight-painting

#

in edit mode it's perfectly normal tho

crisp tendon
#

What does your neck weight painting look like ?

serene raft
crisp tendon
#

Are all the other bones correct as well ?

serene raft
#

which other bones do you think could be affecting it?

#

I donno why it's just I was fixing the neck weight so the collar wouldn't go WEEEE and then this arm just went brrt and i didn't even notice

crisp tendon
#

Hard to know for sure, did you do any other operation aside from weight painting ?

#

You can just scroll down the vertex group list

serene raft
#

nah it only messed up during weight painting

#

i was assigning eyes before that

#

it could be spine2 maybe

crisp tendon
#

Yeah, definitely is

serene raft
#

now when it comes to lipsync

#

what's the jaw bone

#

is it just a bone for the chin part or something

crisp tendon
#

Lip sync != visemes

#

Do you just want up and down jaw movement when you talk ?

serene raft
#

well eventually I wanna be able to give him expressions because people get freaked out by a dead face 😂

crisp tendon
#

Model doesn't have any visemes ?

#

If so, yeah you just need a jaw bone, one that is weight painted in a way that opens the mouth when rotating it down

serene raft
#

the only thing on the model are an eye bone for each eye haha

#

oof

#

i did auto-fix on something and now the sdk is like "bye"

#

oop got it back

#

Next problem with rigging cause I'm tired

#

what is going on with this neck extending when I crouch and crawl

fading verge
#

Anyone familiar with the hair bones being out of place from the avatar itself when emoting or picking up an object? I don't sending screenshots if asked about it! ;D

void surge
#

hello i have a question how does the shoulder bone behave when the avatar stands with arms down? if i do the avatar in T-pose should it be straight? the problem is that i don't want this bone to go down when the arms are down

devout lantern
#

Are the avatar dynamics example avatars posted anywhere for testing?

#

i'm wracking my brain trying to figure out how the POV offset works

inner cedar
#

I'm using the Viseme parameter to animate mouth flaps on this character model. I've capitalized the parameter correctly, set conditions marking the entry and exit from the different animation states as well as the animations (which are all the same except for the silence). I'm wondering what else I might be missing that's preventing the mouth from flapping when the character speaks.

noble isle
#

Hi! I am making a model of a Mega Man-inspired avatar with toggleable arm cannons and I am trying to hide the hand mesh with blendshapes. Problem is, the rig is spaghettifying the hand mesh when it'd supposed to be hidden, no matter how small I make it or where I put it, even when it's scaled down to 0 in Blender. Is there a way to fix this? I'm looking for a Quest-optimized solution.

ionic compass
#

or does the hand still need to be visible for some reason?

noble isle
#

uuh idk I'm handling this with the FX layer so I thought I couldn't really do anything with the bones, although I think I can probably do that on another layer?

#

I probably need to recheck what I can and can't do with toggles

ionic compass
noble isle
#

I reckon it does

#

thank you I'm going to try it out

ionic compass
noble isle
#

yeah this isn't really working out

#

at least I can't figure out how to animate the hand bone scaling down

#

probably doing something wrong, I'm still trying to mess around with blend shapes stuff but to no avail

whole tusk
#

so i have a avatar with digi rigging and trying to use the digi bones as humanoid bones (for the purpose of having digi on pc but humanoid on quest due to not having access to constraints on quest without having to have 2 armatures) i've noticed in-game that i'm getting odd rotations at the waist when walking to the side, i assume this causes that issue?

ionic compass
noble isle
#

I did that but it keeps resetting the scale value to 1

ionic compass
noble isle
#

yeah

ionic compass
#

maybe you can't animate the main armature bones. weird. uh

#

Does the animation even play at all or does it not work? And does the animation not work, or does it work but it doesn't work with the toggle?

ionic compass
# noble isle yeah

oh silly question - did you set the button in the menu to a toggle or a button? lol

noble isle
#

toggle

#

the blendshape animation works, I just need it to instantly toggle from the hand anim state to the arm cannon anim state really

#

it's just the hand mesh that's bothering me, I can't resize it because the hand bones affect the mesh so it goes all over the place

ionic compass
noble isle
#

I want to avoid that, I want a singular mesh for compatibility's sake

ionic compass
#

But is that supported on quest?

noble isle
#

yeah I think you can have up to like three or four separate meshes but it heavily impacts the performance rating

ionic compass
#

I'm really not sure why the blendshape thing isn't working also. Maybe another blendshape is trying to reset the hand to the default?

ionic compass
noble isle
#

truth is that I also want to make the avatar compatible as a fallback but I might have to bite the bullet and forget about that

ionic compass
#

Well yeah that's fine, I'm just unfamiliar with how quest stuff works and don't know more than 1 mesh = immediately not quest compatible

#

scaling the entire hand to 0 with a blendshape should completely hide it, or at least make it extremely hard to discern

#

did you scale it with alt S or just S?

noble isle
#

S, alt S just doesn't work, there's always some vertices sticking out

ionic compass
#

Did you scale the entire thing down into the wrist?

whole tusk
#

the bones still affect verts even when the verts are scaled down to 0 so you'd have to scale down the bones, which i don't think you can do with humanoid bone

ionic compass
#

But if it's scaled to zero, doesn't it... practically... hm.

#

I know the mesh is still affected by the bones, but I didn't think they'd stretch out to match the bones?

#

I don't think weights override blendshapes?

whole tusk
#

weights do in a way

#

vertices are weighted to bones, if those bones move in any way the vertices will move with them, regardless if a blenshape is active

ionic compass
#

which is odd, unless they scaled down each individual section of the hand instead of all of it all together

whole tusk
#

from what i remember there is no proper way around that issue, but i might be wrong

ionic compass
#

oh, huh.

#

that's. not the behavior i expected.

whole tusk
#

yeah

#

it's wack

ionic compass
#

the only other option i can think of is an alpha mask

#

but idk of quest supports that either.

whole tusk
#

quest does not support it sadly

#

for quest the only options for weighted areas like hands is having them as a separate mesh

ionic compass
#

But does that disqualify the mesh for being quest compatible?

#

They seem to think it does

whole tusk
#

is still allowed on quest

#

just not fallback compatible

#

2 different things

ionic compass
#

I kind of fell off of vrchat once dynamic bones got auto-converted so I need to do some catching up

#

baby rage of having to learn a new system has subsided so now i need to learn a whole buncha new stuff

whole tusk
#

haha

#

shouldn't be to difficult

#

got used to it within like a day

ionic compass
#

I can't figure out how to make things flare out when an avatar spins like with dynamic bones but I'll get there eventually

whole tusk
#

flare out?

ionic compass
#

I have a video of an example-

whole tusk
#

do send, i'm curios what you mean by that

ionic compass
#

This counts as avatar rigging because this is rigging i did!

#

its relevant!

whole tusk
#

haha

ionic compass
#

It's hard to find videos / mmd worlds that feature a lot of (well animated) spins

#

but

#

Very proud of how this looked with dynamic bones, it''s hard to replicate with physbones for me rn.

#

Physbones kind of tend to compress in on themselves

#

Different math under the hood I kind of am not a fan of

#

I'm sure I could kind of try and replicate it with angle constraints but I'm annoying and like to try and keep stuff as unrestricted as possible

whole tusk
#

you can try to also just use the auto-convert tool within the sdk to see how close that gets you

ionic compass
#

It wasn't very close.

whole tusk
#

since conversion in-game and in unity are not fully the same

ionic compass
#

worm????

whole tusk
#

from what i've noticed they aren't

ionic compass
#

about the only thing ive seen auto convert really well is one of my avatar's hair

whole tusk
#

i had a tail that was very shaky in game, not like it was before but when i used the auto-converter within unity it seemed a lot more accurate to what it was before with dynamic bones

whole tusk
# whole tusk

but i shall go now, i gotta do some testing with my avatar in vr, want to see if the same happens in vr

ionic compass
whole tusk
#

sure

ionic compass
#

I could probably add a bit of stiffness (?) to them but i think they converted nicely, and the improved collision is definitely a big +

whole tusk
#

pretty close yeah

ionic compass
#

the behavior is not drastically different or even that bad looking.

#

But yeah go test your avatar, i have no idea what could be wrong with it aside from the longe boye foot bone

#

for digi legs, i tend to just ignore the digi ankle and put it where the ball of the foot would be for vrchat's sake

#

not the vrchat team acknowledging my unoptomized avatar 💀

#

there's only 2-3 bones per section I swear!

tardy oxide
#

im having an issue where in blender everything works fine but in unity there is a part of the sweater stuck to the hair and i dont know why

hybrid cloak
#

Phys bones might be connected

tardy oxide
#

it stays in the same place

hybrid cloak
#

huh That is weird I dont know

ionic compass
#

It could be an empty vertex group that gets weighted when you export the model?

#

Assuming its from the armature modifier being applied

#

It's weighted to something on the head or neck

#

could be eyes, jaw, any extra bones from the neck up

winter heart
#

I merged the head base to the body base but the armature that's right around the eyes is still separate
I assume that if I want eye movement then I need to combine it onto the body's armature, but idk how to do that so tips would help

#

nvm actually I think I managed to big brain it by poking around the cats plugin

hasty vine
tardy oxide
hasty vine
#

or check the weighpaint iteself to armatures click the armature, shift click mesh, then go through the bones to see if anyuthing is weightpainted

#

and that its weighpainted properly

tardy oxide
#

its only happening in unity/ingame

hasty vine
#

i dont know the only reason i know it would do that is a weight painting issue maybe repaint it?

#

clear and reweightpaint

ionic compass
# tardy oxide

do that with the neck also. go into the armature and deselect "connected" on the parent bone to the chest, just for the sake of testing it.

#

It's seriously some sort of weight painting issue

ionic compass
#

Maybe go through the vertex groups on the sweater and see if there's anything that shows up in that area specifically?

serene rover
#

My avatar's head won't move/follow my view... While looking up the head stay looking straight... Anyone know how to fix it?

sage patio
#

like the head, chest, arms, etc

serene rover
sage patio
#

then you can just add your physbone component to that bone

serene rover
sage patio
#

and unity will take care of reimporting it

serene rover
#

Oh....

sage patio
#

this will work as long as you never unpack the avatar

#

which you should not be doing anyways

#

if you did, drag the fbx into your scene again and use Pumkin's tools to copy all of your components from your old model

serene rover
#

How to override the FBX? I tried right click then select reimport but it doesn't work... And I drag and drop the same FBX into unity but it create a new version of it...

sage patio
#

@serene rover either through the file explorer, or directly exporting from blender to where the FBX is located in your unity project

#

unity should realize the change immediately (after avatar finishes exporting)

serene rover
#

You're right. I should just export it directly into unity project folder.

#

OMG!! It fixed!! You are a GOD

nocturne sleet
#

my hand looks kinda scuffed in-game when moving the fingers and stuff, and even standing still the fourth finger looks kinda glitchy, is there an easy way to fix the hands' weight painting?

#

I'm guessing the third bones should touch the tips of the fingers?

#

and the bone rotations should also be rotated in a logical way?

#

damn I should probably add some additional loop cuts too

#

okay yeah now that I'm observing more compared to the arm this hand is very weird

serene rover
#

Or just select nearby edge loops then edge slide them so that when you bend your finger you would have more polygons to support the deformation.

#

And yes, the new one is definitely better.

nocturne sleet
tacit hill
#

heya, can anyone tell me if i can change the origin point of my model in unity?

#

saw this on reddit but cant find it

sage patio
tacit hill
#

rip :/

#

i did

#

and it was still floating

#

and it still was floating after i ported to unity

sage patio
#

show what it looks like in blender

tacit hill
sage patio
#

did you export the FBX and import the new version in unity?

tacit hill
#

yer

#

and it was still floating

sage patio
#

did you override the FBX or did you import as a new file

tacit hill
#

i made a whole new project

#

set it to 0 0 0 and everything

sage patio
#

I don't see your armature in the blender screenshot, can you show it and take another screenshot

#

and also, don't crop your screenshot

median sparrow
#

I need help with something could anyone help me

sly vine
#

did I rig this right? I am asking because whenever I try and test it in vrchat the arms do this

#

btw I have my actual arms all the way down but for some reason the avatars arms won't go down

#

I have tried rerigging and reweight painting it

sly vine
#

can someone please help me fix this issue

crisp tendon
sly vine
#

Yep

#

Like honestly I’m about to just give up on it completely

#

I am honestly willing to give this to someone to see if they can fix it cause I can't

sly vine
#

It looks right when I play on pc but it still doesn't look right on vr T-T

crisp tendon
sly vine
#

If I put the controllers on the ground the arms look normal

crisp tendon
#

That might just be an issue of proportion then, given how large the head is

sly vine
#

but aren't there avatars that have similar proportions and are working?

crisp tendon
fierce grail
#

Instead of at eye height

fading verge
#

Had a large question about how to optimize rigging. Since it was solved in another channel, edited this post to minimize it. Essentially:
How to use a single bone to control a mesh that's weight painted to an armature, to scale the mesh thereby making a bone on/off toggle.
Because bones are less laggy than shapekeys/meshes.
Only Blender Object Constraints could force the bone to ignore the armature's movements while allowing scaling, thereby not interfering with the armature's control of the mesh. Problem is, Unity no like Object Constraints.
Solution:
<#avatar-optimization message>

brisk terrace
#

Ive nitice recently that the new ik made it so most of the models i try have arms reach max lenghts a lot sooner than what the real arm are. That wasnt the case before.

soft heron
#

Not sure if right place... Im trying to fix an issue where the visemes seem to be affecting other parts of the avatar (hands,clothing), not sure how to fix this. If anyone is experienced with Avatar visemes, some guidance would be much appreciated.

crisp tendon
sleek isle
#

"propagate shape key" on all the vertex of the body that shouldn't be moving by those. Be sure to be on the base

soft heron
#

il look into that, thanks

soft heron
serene rover
#

Anyone have the mobile version of avatar performance ranking charts or links? Can only find the tips...

rotund kraken
hearty creek
#

Anyone knows how the bones hierarchy must be? I'm having the LowerLeg is not first child of UpperLeg or Foot is not first child of LowerLeg: you may have problems with Shin rotations. and I don't know which bones are parents or child of each other

serene rover
rotund kraken
#

yeh np gamer

serene rover
serene rover
hearty creek
#

Thank you!

robust crescent
#

rotation can be wierd if you have that , often safe to ignore - easy to sort your bone order with a script in unity - does not break prefab -

devout lantern
#

Hey Guys, How am I able to move the entire avatar using the avatar dynamics system? I saw in the example world theres an avatar that can "fly" by moving its hands apart, but i haven't seen any other avatar that does this

#

There was also a menu button that locked the feet and prevented movement using the joystick that I'm invested in as well

hybrid cloak
#

how do you extrude bones

#

im pressing alt+e but it wont work

rotund kraken
#

its just e in blender

nocturne sleet
#

In Blender (bottom) it looks fine, but when Unity (top) tries to T-pose it, it messes it up.
How can I fix it effectively and precisely? 🤔

weary rivet
#

why mixamo?

sleek isle
#

Go in edit mode on the armature then scale du bone down with the origin point of pivot for the transform. It's an option on the top or bottom of your screen

#

Maybe the cat plugin will resize them when using the fix

nocturne sleet
#

nah, doesn't seem like it's the problem, Unity doesn't consider bone tails

nocturne sleet
#

So I've managed to fix the hand issues using CATS' fix model, but in exchange it messed up my eyes, and they appear inside of the head all deformed and bundled up instead of where they should be. Thing is: in Blender all is fine, it's only when importing in Unity that it's messed up.

Any idea?

restive zinc
#

I'm thinking of adding a togglable motorcyle to my avatar to ride, would it be possible to rig the wheels into rotating when I start walking?

crisp tendon
#

Sure, that just need to be part of your blendtree animation for locomotion

silver knoll
#

Hi, i'm having trouble with these 2 things:

  • should the neck and head be straight vertical as best practice for IK2 ?
  • in the depth axis (back-front) , should it be further back or aligned with the upperchest for the best behaviour?
ornate cairn
silver knoll
#

thanks!

crisp tendon
ornate cairn
crisp tendon
#

It won't cause a problem, it just doesn't do anything teehee

sleek isle
#

Always do something is not really indicative of what you should do.

neon creek
#

Okay, so I'm pretty new to avatar making with blendr and unity.

But I can't figure out how to enable a prop on the little quick circle menu.

Any help/suggestions

formal copper
#

So I have a character who has pretty big eyes that kind of bulge out near the top of her head (instead of them being set inside the head.) how should i approach setting up the eye visemes? i was thinking i could set up some sort of 2D texture for the blinking but i’m not too sure how to do that lol.

fading verge
formal copper
eternal stag
#

I have questions! How do i try to get the original pose and not the funky stretched version or edit the funky one to the original pose for idle?

bronze copper
#

is there a quick way in Blender or Unity to test if a model is actually rigged correctly? Like a basic animation I can throw at it to make sure it moves?

fading verge
oblique latch
#

when i go add add a player from gta5 into blender with a plugin the hands and face bones are all rip and i can not find a fix i would show a photo but this but discord bot will not let me

crisp tendon
#

The sleeve is just weight painted to multiple bones

#

Could be your chest or neck bone, but it's definitely affected by more than one bone

#

The actual arm bone should be the one with the weight

crisp tendon
#

Yep, in edit mode, you select those vertices, and then back in weight paint mode you enable the blue option on the right

vale kettle
#

So i took the fbx into blender and added new shoes, but now it wont let me copy the rig from the orriginal, any ideas

#

Cause i click the rig i want to copy and it does nothing

#

But i can copy other ones

bronze copper
#

https://i.imgur.com/IHMl8il.png should I be concerned about the giant spikey grey thing? it looks like a non-highlighted bone, and hovering/clicking says it's ModelName(Clone). Google says nothing about clones, grey spikes, or any other search term I try lol

#

also his dewclaws on his feet keep flying off to the side, but not in Blender

robust crescent
#

would be easier to see how its in blender then that mess

void canyon
#

probably some root bone bullshit

rigid crest
#

do you need dynamic bone to add physbones

rotund kraken
#

no. physbones are apart of the sdk

fierce ingot
#

I was clicked "fix model" from cats plugin but the textures still didn't get placed

scenic hemlock
#

hi there

#

i am having this issue : The angle between pelvis and thigh bones should be close to 180 degrees (this avatar's angle is 3.2) anyone knows how to fix this pls?

bronze copper
#

Any idea why one object out of like 10 isn't weight painting right? I have the max color set to white, and the object is fully white for all the bones it needs (it's the top of a skull and the bones are neck/head/etc). The ears and jaw and everything work fine, but the upper head only moves like half way, like it's weighted wrong. All surfaces on it are 100% weighted.

bronze copper
#

can't believe I forgot to post them, one sec

#

left is normal, right is angling the head bone and everything but the top skull moving correctly. It moves some, but not like the rest

crisp tendon
#

Seems like the rest is weight painted to bones it shouldn't be

#

Once you figure out which, you can fix it easily

bronze copper
#

like the skull is painted to something like the arms and it's slowing it down?

crisp tendon
bronze copper
#

None of the other bones have any weight paint on the skull. I have 0% set to neon pink, so I can see there's nothing there. Would re-adding the shoulders/arms and checking be a waste of time?

crisp tendon
scenic hemlock
bronze copper
#

Alright so the fix was so easy I'm almost mad. I unparented the object and reparented and it's moving correctly lol

#

Thank you for the help Ruuubick, but I shoulda just turned it off and on to start

crisp tendon
bronze copper
#

I probably had something painted wrong on an option ticked incorrectly, something that resetting the parent/child options fixed

scenic hemlock
noble juniper
#

can someone help me with this?

sage patio
#

if you have twist bones on your avatar, you should set them up correctly with rotation constraints and not try to get rid of the warning actually

noble juniper
sage patio
#

ah yea, can't do constraints on quest

noble juniper
#

I fixed it

bronze copper
#

When I generate an atlas, how do I get the colors back to normal? It basically randomizes what materials are where, same with hitting "fix model". This image isn't as dramatic, others have been worse

sage patio
bronze copper
#

So the muscle mapping section or whatever in Unity shows my tail isn't 100% rigid, but it's almost there. Any ideas why my tail sticks straight out with very little sway or curve when I move?

stoic zenith
#

Hi Hi everyone! Its my first time weightpainting a cloak on a model can someone give me some assistance?

sage patio
#

to make your tail move smoothly, use a Physbone component

quaint cosmos
#

Any insights/best practices for rigging digitigrade legs? I understand that what would be the lower leg on a human is basically all foot with the foot area being the toes. Should I rig it that way or just treat it like a backwards knee?

copper hazel
#

Anyone here knows how to rig skirts? I'm having troubles with skirts clipping through

soft heron
#

need help with bone deform in blender, there a way to remove it from specific mesh? An optimized avatar i have uses blendshapes to hide clothing and one of them is close to a bone that uses deform (So when I move my hands up its pulls the mesh thru the body and looks VERY ugly).

sage patio
#

most often it's done like this (black being shape of leg, red being bones)

#

the digi ankle can be higher or lower, but the knee is always roughly where the real knee is

#

example

quaint cosmos
#

Well, it's an alien leg, it's not really based on any real animal or intended to be but if it's not going to be possible to rig as it is, then it can be adjusted. So basically the bones are just set up like a normal leg even though that doesn't match up to where they are physically to allow for the animations to work properly?

sage patio
#

if you want it to animate properly, you will need special rigging

#

which involves having a humanoid leg which is weighed to nothing, and then the real leg that the leg is weighed to

#

you then use constraints to drive the digi leg using the humanoid leg

#

you still have to have the leg shaped reasonably though

quaint cosmos
#

Sounds challenging but I guess I'll have to figure it out. Thanks for the link.

#

Seems like the legs I have are more like unguligrade than digitigrade but I guess the basic process is the same.

slender sentinel
#

can anyone help walk me through how to create a nose on blender? the alt-v command isn't working like how i want it to from this video tutorial eheh,,

digital wren
#

does a model need to have a minimum of 3 spine bones to work properly?

#

the model i'm working with really only needs 2 and deformation with an extra spine bone looks strange

quaint cosmos
slender sentinel
sage patio
#

upperchest is optional

digital wren
#

cool just checking

bronze copper
#

So Physbones is the newer, better Dynamic Bones? There's no reason to get DB, Phys is more or less the upgrade?

rotund kraken
#

yes

bronze copper
#

aight, thank you

quaint cosmos
#

Worlds still haven't been updated to use Physbones so you still need Dynamic Bone for that but you don't need it for avatars and Physbones should make it to worlds eventually.

finite eagle
#

how do you rig a regular r15 roblox avatar?

quaint cosmos
#

Mixamo, probably.

ionic compass
#

I'm gonna get fullbody soon and I'm kind of putting off making avatars for myself incase they're severely out of proportion with my body and require a lot of editing to fix - i know it wouldn't be perfectly 1:1 but would taking a picture of the little tracker calibration things that come up help me make a decent ref for how my armature should be laid out?

#

i make models, rigs, everything from scratch - just wondering if somehow getting a screenshot of the tracking calibration and using it as a general proportion ref could help me alter future avatars to line up more accurately.
this is technically a rigging question lol

fervent hornet
#

The best way to get your proportions is to take a picture of yourself t-posing IRL

ionic compass
#

my brain just went to doing it in vr cuz its how the game interprets it, not where the limbs actually are 😅

wheat dove
#

the tail on my avatar keeps going inbetween the legs of my avatar dispite it not being that way during tpose? anyway to fix this?

sleek isle
#

The avatar is scare

#

Show image. That will help

dull mortar
#

Not sure if I am supposed to post this here or in the help section but, I am trying to add bones to an avatar in blender. However, I can't seem to make it transform. Most help site says to parent it with automatic weight, but it seems to do nothing for me. I am using blender 2.80 with cats plugin.

sage patio
#

@dull mortar you should do the weight painting yourself, look up some tutorials

#

weight painting is how you get parts of a mesh to move with bones in an armature

dull mortar
#

All tutorial I found adding bones says to use the automatic weighting under parent. If there is a tutorial I can you or tell me how to do it it will be helpful.

quaint cosmos
#

Automatic weighting should give you some weights but they probably won't be very accurate. The basics of weight painting are pretty straightforward, it just takes time and tweaking to do them well. https://www.youtube.com/watch?v=4fICQmBEt4Y

I've been meaning to update this video for a very VERY long time. But, we're finally here. Everything you need to know in order to start painting weight layers onto your character!!! Hope it helps :)

Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyulI

If you enjoyed this video, please don't forget to like and subscribe!
You ca...

▶ Play video
winter heart
#

I noticed that I have a lot of twist bones on my avatar, but I want to optimize the avatar to be good rated so I have to delete some bones. would it be okay to delete the twist bones, since I also have regular bones as well?

sage patio
#

keep the forearm twist bones, as those are the most useful

winter heart
#

gotcha 👍

errant herald
#

does anyone know how to fix this?

crisp tendon
sleek isle
#

Reverse hip probably

swift hinge
#

I'm having this completely bizarre issue, and I have no idea what's causing it as it seems to happen to all my avatars. When I place my arms down and hands on my hips, my right shoulder is never flat and is always aimed out and my left arm always clips through my body. It's almost like my chest and arms need to be translated slightly to the left in VRChat as a whole such that my left arm is not clipping through my body and my right arm is not leaving a gap between my arm and hip. Even with elbow trackers, this issue is not fixed. I already tried the "Shoulder Fix" from Kung's video.

In the supplied image, I am in a penguin pose in the real world with my feet together and arms on my side, standing up completely straight with my hands on my hips and you can see my left hand is clipping through my body and right hand and shoulder is completely off the side of my body.

burnt goblet
#

Im assuming your not fullbody, i would say that is somewhat normal. The feet tend to stay in one spot until you move a certain distance , therefore you get this weird effect with one arm or the other colliding into the body. I guess my question is did this start happening as a new thing or has this always happened. If something changed then thats a completely different story.

swift hinge
shell quest
#

howdy, I'm looking for some help on merging a tail to an existent fbx. can someone help me? i'm hitting a road block here x.x

#

kind of confuse on what i have to do to maintain the armature and delete the previews tail

quaint cosmos
shell quest
quaint cosmos
#

No, not if you just want to join objects. You're gonna have to create vertex groups and weights for the new tail because that's how rigging works but if you just want to stick the objects together then you don't need to do anything else.

fathom sun
#

I am having some tremendous issues with weight painting. For some reason, while I have the mirror option on with weight painting, these strange spots appear on the other side of the model. Can anyone help? [Warning: may be slightly nsfw. No bits are showing though, just the region]

quaint cosmos
#

Is your model completely symmetrical?

fathom sun
#

yes

sage patio
#

how did you check?

winter heart
#

when turning my model using pose mode, all my clothes will move with me but some will start to separate away from the body as I move the model more

crisp tendon
#

That means they're weight painted to things they shouldn't be

winter heart
#

I figured I did data transfer right, I'd click the body for source, click vertex data, do nearest face interpolated, click vertex groups, generate data layers, then click apply

#

I also did transfer weights where I'd click the body, shift click the clothes (say shoes for example), then hit weights>transfer weights, do by name, and still the same thing

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so I'm fairly certain they're weight painted correctly?