#avatar-rigging
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But if it moves at a different rate than the rest, it means weight paint problem one way or another
Unless the meshes aren't joined and they're rotating around different origins
like here in object data properties?
ah hey, clicking fix model actually fixed it lol ty for the help tho
(Might not be a rigging specific thing, but I don't know what other channel it would fit better into) How would I go about making parts of my avatar (eyes and tail specifically) no longer affected by lighting? I want them to give the effect of glowing without actually giving off light, so the best option I can think is just not having shadows darken them and always be at 100% light level. Is it a Unity thing or a Blender thing? All materials are merged into 1 currently and Google is just assuming I mean there's an issue with lighting and how to make it normal.
Materials need to be assigned in Unity so anything you do with your material will need to be redone in Unity. What you want is an unlit material so you just want to make sure the areas you want to be unlit are assigned their own material in Blender so you have multiple material slots and then you create the actual materials in Unity. For future reference, this is a #shaders question.
So one material is all the regular stuff, and a different material for the unshaded stuff? Also, thank you!
š Yup, you'll probably want to use a standard or standard lite material (depending on whether you care about quest support) for everything you want to have shadows and and unlit material for the other stuff. The only thing that really matters in how the model is exported is that the parts you want to have different materials are assigned to different material slots. There are unlit materials in Unity but if you want to have the avatar work on Quest, you'll need to use the VRChat mobile shaders. Unfortunately, I don't think the lightmapped shader in there works even though it's supposed to so you'll want to go with matcap lit if you care about Quest.
How can I change it to humanoid rig ?
Click the model in the project tab (not in the hierarchy) and one of the options that will show up in the inspector is rig, it's in there.
Setting it to humanoid is done thrown import settings for the fbx file.
Find the fbx file (favourites > all models), and change it from generation to humanoid. Hit apply, then go in am check to make sure everything got mapped right. Chest commonly dose not get mapped, and random things get mapped to the jaw.
what do i do if my character doesnt have feet nor hands
do i still have to put the armature bones for them
Yes, it's best to just set them up. That way it can use humanoid rigging.
so I have a dynamic bone thats only one bone, and I'm trying to make it 3 bones instead, would anyone know a good way to do that?
In edit mode, you can select a bone and then go to armature -> subdivide and set the cuts to 2
Hello ! So as you can see the hair on my avatar isnāt moving with my head and my body clips through my clothes. I am very close to making a successful avatar and Iām so excited, I just need these things fixed, does anyone know what I need to do ?
Is there any way to adjust the ground floor location for an avatar in Unity? I know I can move it up in Blender but it would be nice if I could just scale the legs up or down in Unity and be able to make that the new ground floor since the model animates perfectly aside from that issue.
Lift the hip in the humanoid window
Didn't seem to work unless there is something that needs to be done other than changing the position in configuration and applying. I've verified the position change was applied and the body is significantly higher in the humanoid configuration menu but the line indicating the ground floor remains at the same place.
remove and replace model in the scene or use pumkins avatar tools to reset to t-pose
this is happeninfg
i transfered the weight painting of the wickerbeast to the cloak ive modelled
but it just isnt working right
anyone able to help
I'm not sure what I'm looking at but transferring weights from the body to clothing is generally only going to look good without alteration if the clothing is close to the body. If things are more baggy, you might need to do a bit of manual painting to get them to deform properly.
idk what to do though
everything looks fine except those steel ends of the jacket
wtf is going on there
what about the bone above ?
Seems like the upper leg should have at least some weight on the botttom of those edge pieces but it appears to have none. I would separate those to a new object and then blue the bottom of the weight so it's more cyan and less dark blue.
alright ima chop it in half and do this
its been a while since ive rigged anything how do you reset bone position again xD
wait here or
The top picture is a bit heavily weighted but does it improve it when you have it like that?
You added more weight to the bottom of that part of the model and it changed nothing? It may not fix it but it should do something.
\
it just looks like that lower part is locked
Its not weighted to anything elswe other than the spine
That part should have some weight from the lower leg. If you select the lower leg vertex group and try to add weight there, does it not do anytthing?
ok this isdriving me up the wall nothings workign
and i cant figure out why
the models fine
i just want it to work on the wickerbeast model
is there any other way i should rig it other than a weight paint transfer
It doesn't seem like the issue is the rigging, it's the weighting, and you aren't always going to get perfect results from transferring weights, sometimes you need to paint them manually.
i just cant tell whats going wrong in the weighting ;-;
How do your weights look now on the part with the problem?
In the upper leg vertex group, specifically.
The weight on the thigh looks a bit too strong if anything and you might want to add a bit more weight to the bottom for the hip. It just takes some experimentation.
It still looks like the weights are too extreme on the lower leg to me since it's bending so much.
Hey I'm having a huge problem with my trackers, I have 11 point tracking and for some reason my avatars won't reliably attach to my knee and feet trackers. The avatar either attaches to knee OR feet on either leg and almost never both and I have no idea why. I've removed most mods and tried a change in most settings. Has anyone heard of this?
Should post an image of your armature. Also probably shouldn't state that you're breaking TOS in the official Discordš¤·
Hey, I'm pretty new to the blender/modeling side of creating avatars, want to try my hand at making some clothing, however, I would want to make clothing for an avatar that I have already heavily customized/edited in unity. This leads me to my question, is it possible to weight paint a piece of clothing on a copy of the models FBX, then somehow add the clothing in unity and have it react as it did on the copy? I really don't want to have to completely redo a bunch of my unity work.
Yeah, you just do your painting, join it to the FBX and overwrite the FBX in your project. You might want to back the file up just in case but it should retain all of your avatar descriptor/animator controller stuff.
is upperchest still something i should Not Use
I think it's fine just not required.
i made a 3d model and i want to make it a avatar how do i do that
Heya, I do not know if this Counts as Rigging or not, but I do need help with an avatar. I decided to go back and work on a Protogen I wanted to make, but I cant figure out how to Parent the Horns properly or how to lock them to the Head at all. Is there a way to do this? Does this have to be done in Blender or am I able to do it in Unity?
Just drop the object under the head bone !
where would I put a collider to prevent things like tail+hair clipping through the ground? srry if this belongs more in avatar help, people are currently talking and I don't wanna cut in lol
Does anyone know what I did wrong
no idea what this means when imported into unity
how do i go on about rigging a shirt with buttons on it? im not sure how to weight paint them without them deforming or floating away q-q
If I was trying to make an avatar that moves on four legs for quest, where should I start looking, I have seen some stuff with dynamic bones, but I think that's disabled for quest?
There is literally no way to do that, sadly.
The only way to move more than 2 legs at once is a job for constraints and only constraints.
And.... you guessed it...
they're not for quest.
Must bones be within the model?
constraints or ik 2 which can't be done on quest
adding more bones to your model wont do anything
There's a discord for this, lots of neat progress has been made but it's not perfect, and yeah, not really going to work on quest. happy to share the link if you want
id be interested in checking that out, i have some dryad models i want to tinker with lol
That would be amazing, thanks :)
For some reason my avatars leg goes janky when i'm ingame or in play mode - any ideas how to fix this?
How can I make it so the dress moves with the character
Physbones, there are tutorials for setting them up but I don't know which to recommend.
Have you gone through the steps to set up those digitigrade legs? I understand it's kind of complicated. https://cdn.discordapp.com/attachments/390924372782612480/991844903044788355/Digitigrade_tutorial_2.png
I have, and they work in-game
I haven't tested with fullbody yet but I notice this problem on desktop
hey, so when exporting my avi from blender some of her bones grow. I was wondering if anyone knew if this mattered or if I can just ignore the problem? Cause I've been looking for a fix for 2 days including remaking the armature and nothing helps
Wdym by bones grow ?
I mean they literally just grow. Like I scaled them up
Are you not exporting with leaf bones ?
It shouldn't really make a difference though
I've tried both with and without, this happens regardless
will it even affect anything if they do grow out like that? Like, if their angles are still the same, does it have any effects what size they are?
Cause if not or its unnoticeable that'll at least put me somewhat at ease
It shouldn't have any effect 
ok, thank you! In that case I can just keep going and hopefully Version2 when I get to her magically won't have this problem š¤£
what script/ package do people use to add clothes to where it wraps around avatars?

seen a couple on booth but not sure which is the one for this vrchat sdk
depends if you want it to bend or not, really.
sort of do? i guess?
it might look weird right
turned out fine
How do u make the clothes move with the character inside
The body is fully rigged btw is just that I made the clothes myself and the character with vroid
can someone help me with how to fix loop parents on blender plz
I would think to combine parts of the clothing woth the character so when you walk it moves the clothing corosponding to the body? I dont really create avatars
if you have 0 idea what you're talking about, then it might not be the best idea to give advice
you need to weight paint your dress to move with the bones in your armature. you can get a good start by transferring the weights from the body to the dress, which should take care of the torso/shoulders. for the skirt part, you will either need to weight paint it very well to the legs to move semi-realistically, or add extra bone chains to allow it to have dynamics
how do i transfer the weights up?
search up "Blender weight transfer"
hi, does anyone know how to copy over the rigging of a model to a different one?
That's also weight transfer, though it isn't going to work too well if the models aren't similar. Then, you just need to assign it the right armature in the modifier panel.
Hope this is the right place to ask but- anyone know a good world to be able to see your bones in vrchat? trying to fix my rig but I have a really bulky avatar so its hard to tell exactly what's happening when I bind my full body?
can anyone help me fix my avatar the whole thing is backwards and ive tried everything
was it like this when you imported it? or were you trying to change something and it broke? is it all twisted up in the humanoid rig configuration?
its been like this since the start, ive thought it has something to do with the mesh being backwards but I cant flip that without the skeleton getting messed up
when you open the configuration menu is twisted in the same way? have you tried resetting the pose in there?
when i do that this happens to the model
the jaw arms and legs are all messed up
and in vr the hands are on the wrong controllers as well as the camera being made extremeley tiny
like my floor in real life is nowhere near the actual floor in game
because of how tiny the camera gets
that sounds like a few different issues hmm
can you show the rig? like when your in the configuration menu you should be able to see how the bones are rotated
the only bones it says are rotating wrong are the thumbs feet and pelvis
at least when its in the default t pose and not the enforced t pose
the reason i think it has something to do with the mesh being backwards is because it does this to the thumbs
its trying to put them on the other side of the hand
OH yeah, almost positive you have them named wrong, its based off their left/right not your perspective so its all flipped, think about when your using it, your left hand would be their left hand if that makes sense
you can try just swapping all the bones in the remapping to test it then enforce the t-pose though with the hands it might take a bit and could just be faster to fix the naming
then in the unity scene re-add or reset it cause it doesnt update the transformations very well in my experience
So I should swap the right bones with the left bones in the config?
you can try it to test it, but yeah it looks like you just got your left and right confused lol
so the reason it's backwards is that rotates all them as if they were the proper L/R but its flipped
all of the bones start with a b should I rename theme and remove the b from them?
I dont think that makes too much of a difference if they all auto assigned "correctly" before, just making sure the left and rights are correct will at least make it so that you shouldn't have any problems in the future. I mean you can remove it if you wanna to clean it up though since your renaming them anyway
thank you so much it worked
awesome!! glad that was able to fix it lol
I would like to setup a button that people are able to interact with using Physbones. But i have no idea how to setup the bones. How would i go about doing this?
You would rely on the Shift + S function to set the bone at the bottom edge height of the button itself, and weight paint it, so that when people press, the bone and shrink, and so will the button, if you don't want the bone to move to the sides, you could have another bone that just constraint copies the location of that first bone
Or could just be an animation on trigger that scale the bone, based on proximity
could also technically use a contact receiver set to Proximity
and either animate a blendshape or a bone on the model
Alright, thanks a lot! I'll try to mess with it.
do i need to have a blender bone to attach a physbone to or can i just place physbones without needing a blender bone?
If you don't need to use bones, how does it handle weighting? Can you just assign a physbone to a vertex group? I haven't messed with them yet but I'm going to need to soon.
for me, i dont even need them to move, just static there to connect the hair to a single bone so it shows up as a single phys bone
I merged armatures, one didnt even have fingers bones, was adding a shirt and it broke my fingers. Any tips?
im trying to merge a head to a body base and everytime I do it, the head merges to the bodies neck bone and gets rid of the heads head bone, how do I fix it
is it possible to make a loop with bones?
I don't think you can merge the last bone in a chain to the first one so not really.
Can you use DQ skinning or skin morphs in vrc?
No idea what either of those things are
The bones need to be parented to eachother. I assume you just added more bones without parenting them. Anyway, when editing the armature, there should be a bone tab on the right. There you can view the selected bones parent, wether itās attached or not (you do not want them attached (attaching effectively attaches the head of the parent to the tail of the bone)), and some other stuff.
i know i just forgot how to do it
Fair
How can I stop my avatars knees from rotating inwards when I raise my head? This seems to only be happening with this one avatar and nothing seems to fix it.
Yeah, the bone tab thing, set the parent to the bone you want to parent them to, make sure the āattachedā box isnāt checked, and it should be good
I want to and bones to my bunny slippers ears. For hair i had to attach the hair bones to the hair root that is parented to head. Do i need to make something similar here or can i just parent the ear bones to the foot bone?
so i know my model will never be 1 to 1 scale to my body but is there any quick small fix that i can do in blender to make it feel like my knees are at least at my knees? the models legs i have seem to be a bit long but they look odd if i shorten them.. should i maybe make the arms a little longer? or what would be the best course of action here
It's all proportions, so instead of making the legs shorter you can make the torso or arms longer
So for example if you wanted to make the legs an inch shorter, you could instead make the stomach .25in taller, chest .25inch taller, elbow .25in longer and forearm .25in longer
Spread it all out
hmm.. i see.. im afraid of it looking gaudy with this model bit i can give it a shot ! is there any way to do this in pose mode without effecting like.. the head or do i have to do -.25 in pose mode
Yeah I was gonna mention, in the bone settings there is an option to disable something like "copy scale from parent"
Have to check it individually for every bone you don't want to copy parent
in here right?
Yeah should be there if you scroll down in that
i think i found it!! š thank you.. can i maybe send a screenshot and maybe you can have a look to see if the proportions look off to you compared to the og? 
Proportions are highly variable to the user, what may work for me and my body type may not work for you š
Unless your proportions are insane, no one will notice small things besides yourself. Most anime characters have horrible proportions and no one cares
yee im just afraid of it lookin weird and me not realizing it but thank you either way!! and yeahh i just hate the way it feels is all like.. i lay my legs flat and their knees are like still up LOL
Having it be proportional should look better, at the very least it will feel better!
Does anyone know why my avatars knees rotate inward when the legs straighten fully? If they're at all bended, it looks fine but as soon as they're fully extended they rotate.
Select all knuckle bones. Select Hand bone. Right click, Make Parent, keep offset.
Legs too short, bone roll issues.
Show me your bones.
That reminds me I have to finish working on the ESC Armature so that people don't have to do that stuff any more. =_=
The legs are fairly long so I don't think it's that but maybe bone roll
uhh why tf are there extra bones above the legs
iuts
way too late
you also don't need any IK rigging for vrchat
I use Auto Rig Pro for my rigging and it usually works fine, that's just how it rigs things. None of my other avatars rigged this way do this but maybe I can go in and fuse some bones if it might help.
this is all you should have
dividing the chest bone into chest/upperchest can also help the IK
automatic tools will only get you so far.
Generally it works just fine, though, just not in this case so it would be nice to know what the difference is. The only option I have is to not export twist bones but I usually leave that alone and it works fine. Maybe someone else uses ARP and knows what might be up, thanks.
you can leave in some twist bones, since they can be useful. the most useful ones are the forearm ones
Sorry, those are actually just the bones before exporting to the humanoid rig configuration, if I open them back up in Blender after exporting,, the bones look weird but still deform properly and they also look normal inside of Unity.
Define "Need". 
I have to make everything cross-compatible so I don't think I have access to that. I guess I could do it just for the PC version but switching the materials from Standard Lite to Standard is already enough hassle. I managed to reduce the problem by rotating the legs out a bit before exporting. It's still not perfect but it's better. The bones look really weird when I open the model in Blender but aside from that one issue, the model moves quite well.
like, knee/elbow bend target bones
don't need that
I guess the smart thing would just be to have 2 separate objects using the same blueprint so I wouldn't have to keep swapping stuff out.
Laughs in ECS Armature having...what is it like 20 fixbones?
Kek.
But it works.
And they're made to be optional anyway
fixbones aren't the same though
because those can have their uses in VRC
IK bones do not
Auto Rig Pro has export options for Unreal and Unity/Humanoid so I can use the same rig for fancy IK stuff and VRChat and it just gets rid of what isn't needed. I'm sure you can get better results with a custom rig if you know what you're doing but it works way better than Mixamo.
It even builds an IK/FK switch for you if you don't want to use IK for whatever reason.
Huh. Neat.
im very short so im unsure of what to do, i changed the proportions (or i thought I did) and uploaded but it still felt the same when i was in game? my legs were still longer 
Did you redo the humanoid configuration after the scaling changes were made?
i mean i applied the rest pose and it looks like its been changing in unity but maybe i should've like fixed the model with cats right after ?
Yeah I wouldn't do anything with cats once you're to this point. Probably just need to keep messing with the model. Keep in mind with ik2 you can choose to use your height for scaling or your proportions
Ye, useful for people like me, who have gorilla arms.
CATS is an extremely useful set of tools, just like Pumkin tools for unity is. you just need to know how to use it, and know that "Fix model" is not a magic button that fixes any and every issue
there is a bug with Apply pose as rest pose that makes it so your basis layer is not updated. to fix it, go to each of your meshes on your avatar, go to edit mode, and select the Basis shape key. select one vertex, hit G, 0, Enter. repeat for every mesh
alternatively, run this script in the blender scripting window:
dude why does the bot keep yelling at me for trying to paste a code snippet
import bpy
import numpy as np
for mesh in bpy.data.meshes:
if mesh.shape_keys:
reference_key = mesh.shape_keys.reference_key
if reference_key:
co_array = np.empty(len(mesh.vertices)*3, dtype=np.single)
reference_key.data.foreach_get('co', co_array)
mesh.vertices.foreach_set('co', co_array)
From @sage patio (hope the bot doesn't yeet me for this)
seems to work fine with you, thanks ^^
what exactly are the naming conventions regarding individual bones with Avatar 3? and will i run into issues if i exclude bones that would normally be included on whatever standard humanoid rig is used?
ah, wait. i think i understand now.
im getting a bone heat failing thing
or it does this
and idk how to fix XD
oh i didnt select the whole objject when joining
anyway to define what the head of the avatar is without having a bone structure/avatar?
Simplest way is probably Mixamo. Unity will generally recognize whatever bone names you have so long as they have the expected relationship but you can also set assign them manually.
What does the avatar actually look like? Cause that might be the issue
What do I need to change in the avatar controllers to allow lip-sync in MMD worlds? I have tried everything. The only thing that works is coping and pasting someone else's avatar controller I found on the internet (Rindo avatar controller). I do not wish to copy and paste someone else work.
can anyone explain why the head is dragging the shoulders about?
Run normalize weights on that and see if that fixes it
In case you need location it is: Weights > Normalize all
that did the trick, thank you š
No problema
how am i supposed to know what is wrong when unity does say at all
is there something im missing
ive tried rotating it every way imaginable
Enforce tpose from the pose dropdown at the bottom of the humanoid configuration menu in the inspector tab
you're my hero
hey everyone i was wondering how i could fix this problem with my rigging
your rig is the least of your concern
when i put my hand near my head or behind it then points the elbow in my face vs outwards
i bought this avi like this
so i intend to do hella optimization
I am so sorry to hear that
yeah its not exactly optimized lol but i can make it work and optimize it but i do wanna fix the rig warning so it fixes how the elbow and knee faces
I have that same LowerArm warning on my avatars and they move fine so you might be alright there but yeah, I don't know why you would sell an avatar for VRChat that can't be used in VRChat.
Or I guess it can if they enable very poor avatar visibility but that's a dangerous game
Can you upload it to see if it moves well? You might be fine.
I'm a bit confused by what you mean by "overwrite" the FBX in my project. Simply replacing the FBX just ends in a bunch of "missing".
Sorry for replying to your response so long after you gave it lol
ive uploaded and tested and when i put hands on my cheaks and move my hands back the elbows face inwards abit instead of facing out wards
its usable forsure and some people just like to be extravagant as fuck
That's strange. The animations should just be referencing the various bones and vertex groups so if those are the same, it should be fine but I also don't tend to do a lot of fancy stuff with the animation controllers on my characters.
Is there anything that can be done with tweaking the behavior of the eye look beyond what is included in the avatar descriptor? I have the Excited and Confident sliders all the way to the extreme and and the eyes track my reflection in the mirror but when it comes to looking at other avatars, the movement is minimal. I've increased the ranges in the various directions to extreme levels but still very little change.
don't delete the FBX from your current project first. when you replace it, do not do it through the unity window
either do it via the file explorer, or by exporting from blender into the correct place
how do you make the bones visible through the mesh in blender?
thanks
Has anyone else experienced eye look working for looking at a mirror but not for looking at other avatars? I know I've had this happen before but I forget whether I ever fixed it or just forgot about it and moved on to another avatar. Because of the way the eyes are angled, the eye bones aren't perfectly straight so I guess that could be an issue but like I said, they behave more or less how I want them to when the avatar is looking at themselves.
Is view position a factor? I've never been quite sure where to set that, I just experiment until it seems good. I tried changing the Z position from .13 where it was (slightly inside the head between the eyes) to the standard .2 (about 6 inches in front of the forehead) but that doesn't seem to do anything. Everything looks good in the inspector when testing beyond it being a little extreme as I was hoping that it being too subtle was the problem
Does anybody have a solid reference to learn about what bones are actually necessary to be compatible with VRChat, rigging in unity, creating custom animations, and dynamic clothing/hair.
I've got a working avatar (my first) made from modified pre existing assets and I'd like to know how to make it better. The standard animations look slouchy and the way its currently rigged is causing the wrist to look like it's breaking and separating from the arm. Probably a parenting issue, but there's so many bones and IK bones I don't know where to look.
Is there a better way to troubleshoot other than guessing the bone and reuploadong a test avatar, restarting vrchat and checking it out?
still wondering how i can fix this bone problem ?
You might be able to use a program like CATS to merge whatever bones are between the bones it wants to be directly connected or just re-rig the model.
I just scale down the parent object in Unity until it's the right scale. In this case, .01
Can't you just uncheck the Apply Unit on export ?
I'll give it a try thanks :)
When exporting an fbx, change "All Local" to "FBX Units Scale" to fix the scaling differences
Unless new blender changes all that shit š
It's the same in the latest IIRC.
What happend?
I gotta question that'll probably need someone of a higher level of rigging skill than normal: If i do one of those simple IK rigs in blender, do i need to remove that when i go to export a model? or can i leave it in and it wont mess with the "Create from this model" option in the rigging tab of unity?
I did some sculpturing in blender and unity won't import the new fbx anymore, keep getting this Transform Armature 1 not found in HumanDescription
I don't know what's this Armature 1, i don't have anything called that the entire time
I think I know why: When i import fbx in blender, it automatically adds a parent called Armature above my current Armature
does anyone know how to disable it?
thanks
Does anyone have any hair rigging examples?
Trying to make 3 bones go into 7 rings. Will this work alright for hair? I have about 60 strands of hair and I'm told there are only 8 physbone scripts and 64 bones are able to be affected by them. Which means I'll have to limit the bones and probably a lot of hair strands.
You really want to have strands that will move in the same direction to be affected by a single chain of bone if possible
i keep forgetting how bones work with jiggle physics, im updating my model for use with physbones. i feel like i remember the point of rotation sometimes being weird with dynamic bones, like, instead of at the head of the physics bone it'd rotate around either the head or tail or the root bone?
basically what im asking is should i have the tail of this root bone lined up with the heads of the ears like this https://i.imgur.com/tAUHM0e.png
or should i slide it up so the bottom of the root bone is lined up with the bottom of the ear bones?
(or does it even matter)
That root bone would be irrelevant if they were parented to the head bone, they rotate around their own head transform
ok yeah see that's what makes sense but i swear i have vague nightmarish memories of it NOT working like that, back when i used dynamic bones
i'm making root bones anyway though since i heard it can sometimes cause problems if you use standard armature bones as roots for physbones
oh can it? i've just been using the armature bones
but to be fair i've never touched dynamic bones
the pinned comment on this video says so, at least https://www.youtube.com/watch?v=PTTnWUkswkU
Did this video help you? Consider sending me a tip on Ko-fi! https://ko-fi.com/sippbox
The Avatar Dynamics update recently dropped for VRChat, and with it brings the highly anticipated replacement for dynamic bones, PhysBones! With Physbones, you can apply secondary motion to parts of your avatar, such as hair or skirts, making avatars much mor...
aren't humanoid bones things like fingers and legs and whatnot?
cause i've been using them for tails and ears and other things and have been alright
yeah, ive also never run into problems but since i was already in blender i figured better safe than sorry
hii i have a problem
how can I make a hip bone
Like the 2 hip bones are seperate
how can I make them both same bone
because it wants only one hip bone in vrchat sdk
if it were me i'd go into blender and edit the rig but i dunno if theres an easier way or not
either delete one and fix up weight painting or merge them together
and how can I merge them bones together?
Are you referring to the upper leg bones? The ones in the bottom of the picture?
the ones that are grey!
Those donāt need to exist, the bone they are parented to should be the hip bone
You can have bones not be attached to their patent by toggling the āconnectedā thing in blender. It can be found in the menu that looks like a bone when editing the armature.
im not 100% sure if you'd actually need to merge them but if you do heres an addon https://www.youtube.com/watch?v=rlodnvd8y6g
Asset Creation Toolset is Many Tools for Game Asset Creation.
With This Tool You Can Delete (or Dissolve) Selected Bones (Exclude Active) and Transfer Vertex Weights to Active Bone.
Addon Available Free for Blender 2.81, 2.80 and 2.79 (Some functions depends from version)
GitHub: https://github.com/mrven/Blender-Asset-Creation-Toolset
Gumroad...
I'll try the addon!
thank you!
OHHH i think i understood now
the hip bones are not supposed to be connected to both bones
Also, do yāall have a list of the names for the bone hierarchy unity expects? Iāve gotten mixed results from Google and I have no idea what naming conventions are used. I could trial and error it by importing it, testing if it finds the bone, and renaming it if it didnāt like it.
Iām also unsure of how I would go about adding props which should be āstuckā to part of the mesh, like toggleable socks, and a different prop that uses physbone components (a scarf with a tail thing). In blender both are attached alright, but the scarf has its own bone for the mesh which the tail bones are parented to. The socks are basically the feet but upscaled and recolored, so they share vertex groups and bones with the main mesh. TLDR Iām unsure of how bones and stuff interact with VRChats prop system, and what needs to happen in blender for it to work..
i have a tutorial series on youtube where i swear i thought i remembered concisely listing out all the correct bone names but i cant find where i do that so instead if you have no other options you can skim through the "creating an armature" segment here to look at all the names i use https://www.youtube.com/watch?v=A1EIoprnrMg&list=PLSjFpQ6OxyAUcRerrGyyAKeQ_KjXG9JjN&index=7
Part 4 of a series in which I guide you through the overall process of creating a 3D virtual avatar starting from nothing for use in VRM applications and VRChat, using Blender and Unity. Here we experience rigging, weight painting, and all the pain associated with them.
Dikko's rigging videos:
https://www.youtube.com/watch?v=NOmO3sBFNDU
https:/...
Thanks!
Yes, you did include a list of names. It scrolls a bit but yes itās there
So should I just have three phys bones and all strands on the middle, left, and right side?
Almost finished giving each hair strand three bones.
Some I guess, like the back hair, won't be affected.
Since I have too many hair strands using too many bones.
Seems like strands that are all in a similar location could be controlled by a single chain vs having one for each but I guess that's more accurate.
Another question, I guess, although my original question was if I were doing the bones correctly in belnder lol...
If the player grabbed on the left side and the right side also has strands going forwards to the front, would both sides be grabbed if I used the same physbone script?
This is my first VR Chat model so I'm a bit confused by the entire thing.
The first question was, though, if three bones per hair were enough... and since some of the bones were going out of the hair, does that matter?
Three chains, yes
Does that mean only three portions of hair can be grabbed or could each strand be grabbed?
Like, do they all get grabbed because the script portion is being called?
Like, is this okay?
Finished them all. Most are going forward. Some are going left and some are going right. I can just skip the ones on the back of the head.
So three scripts would be fine, I cannot just put all of them on a single script adding up to like 64 bones?
you could, create a hair root bone and make it the parent of the three roots you have rn
Yeah, that is what I was going to do. One bone going out the head and parent it to every end of all the hairs. I thought that would work.

