#avatar-rigging

1 messages Ā· Page 206 of 1

crisp tendon
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You'd have to check the existing mesh for other vertex groups potentially

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But if it moves at a different rate than the rest, it means weight paint problem one way or another

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Unless the meshes aren't joined and they're rotating around different origins

winter heart
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like here in object data properties?

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ah hey, clicking fix model actually fixed it lol ty for the help tho

bronze copper
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(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.

quaint cosmos
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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.

bronze copper
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So one material is all the regular stuff, and a different material for the unshaded stuff? Also, thank you!

quaint cosmos
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šŸ™ 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.

fading verge
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How can I change it to humanoid rig ?

quaint cosmos
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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.

kindred rover
# fading verge How can I change it to humanoid rig ?

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.

limpid cairn
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what do i do if my character doesnt have feet nor hands

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do i still have to put the armature bones for them

kindred rover
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Yes, it's best to just set them up. That way it can use humanoid rigging.

foggy anvil
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so i click the fix model thing and this happend and now im confused

fair gorge
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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?

quaint cosmos
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In edit mode, you can select a bone and then go to armature -> subdivide and set the cuts to 2

fading verge
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Hello ! So as you can see the hair on my avatar isn’t moving with my head and my body clips through my clothes. I am very close to making a successful avatar and I’m so excited, I just need these things fixed, does anyone know what I need to do ?

quaint cosmos
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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.

sleek isle
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Lift the hip in the humanoid window

quaint cosmos
# sleek isle 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.

wet linden
fading verge
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this is happeninfg

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i transfered the weight painting of the wickerbeast to the cloak ive modelled

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but it just isnt working right

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anyone able to help

quaint cosmos
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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.

fading verge
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idk what to do though

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everything looks fine except those steel ends of the jacket

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wtf is going on there

crisp tendon
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what about the bone above ?

fading verge
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thehips?

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looks like an overlap

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think thats causing the issue?

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nope

quaint cosmos
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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.

fading verge
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alright ima chop it in half and do this

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its been a while since ive rigged anything how do you reset bone position again xD

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wait here or

quaint cosmos
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The top picture is a bit heavily weighted but does it improve it when you have it like that?

fading verge
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its the same

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i really dont understand whats going on with it

quaint cosmos
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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.

fading verge
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it just looks like that lower part is locked

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Its not weighted to anything elswe other than the spine

quaint cosmos
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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?

fading verge
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ok this isdriving me up the wall nothings workign

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and i cant figure out why

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the models fine

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i just want it to work on the wickerbeast model

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is there any other way i should rig it other than a weight paint transfer

quaint cosmos
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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.

fading verge
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i just cant tell whats going wrong in the weighting ;-;

quaint cosmos
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How do your weights look now on the part with the problem?

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In the upper leg vertex group, specifically.

fading verge
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this is the thigh.r bone

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and this is the hip bone

quaint cosmos
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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.

fading verge
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still nope

quaint cosmos
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It still looks like the weights are too extreme on the lower leg to me since it's bending so much.

fading verge
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idk what

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its like some vertices are locked

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im not seeing any issues

fading verge
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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?

fervent hornet
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Should post an image of your armature. Also probably shouldn't state that you're breaking TOS in the official Discord🤷

fierce brook
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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.

quaint cosmos
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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.

fading verge
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is upperchest still something i should Not Use

quaint cosmos
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I think it's fine just not required.

hazy quest
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i made a 3d model and i want to make it a avatar how do i do that

vast glen
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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?

crisp tendon
winter heart
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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

pliant sky
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Does anyone know what I did wrong

brazen cosmos
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no idea what this means when imported into unity

brazen cosmos
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pls dm in response

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i fixed it, i had to add the bones in blender. for eyes

dreamy quartz
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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

rough portal
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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?

fading verge
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The only way to move more than 2 legs at once is a job for constraints and only constraints.

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And.... you guessed it...

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they're not for quest.

rough portal
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Must bones be within the model?

rotund kraken
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constraints or ik 2 which can't be done on quest

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adding more bones to your model wont do anything

pale pumice
rotund kraken
rough portal
mortal tinsel
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For some reason my avatars leg goes janky when i'm ingame or in play mode - any ideas how to fix this?

gritty tinsel
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How can I make it so the dress moves with the character

quaint cosmos
quaint cosmos
mortal tinsel
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I haven't tested with fullbody yet but I notice this problem on desktop

pale basin
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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

pale basin
pale basin
crisp tendon
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Are you not exporting with leaf bones ?

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It shouldn't really make a difference though

pale basin
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I've tried both with and without, this happens regardless

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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

crisp tendon
pale basin
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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 🤣

outer lance
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what script/ package do people use to add clothes to where it wraps around avatars?

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seen a couple on booth but not sure which is the one for this vrchat sdk

fading verge
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do i make this the head

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and this the spine

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and this the root?

north flax
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depends if you want it to bend or not, really.

fading verge
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it might look weird right

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turned out fine

gritty tinsel
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How do u make the clothes move with the character inside

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The body is fully rigged btw is just that I made the clothes myself and the character with vroid

craggy hare
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can someone help me with how to fix loop parents on blender plz

weary valve
sage patio
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if you have 0 idea what you're talking about, then it might not be the best idea to give advice

sage patio
# gritty tinsel How do u make the clothes move with the character inside

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

gritty tinsel
sage patio
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search up "Blender weight transfer"

gritty tinsel
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I really dont get it

gentle tartan
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hi, does anyone know how to copy over the rigging of a model to a different one?

quaint cosmos
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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.

proud kelp
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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?

rapid vapor
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can anyone help me fix my avatar the whole thing is backwards and ive tried everything

proud kelp
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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?

rapid vapor
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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

proud kelp
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when you open the configuration menu is twisted in the same way? have you tried resetting the pose in there?

rapid vapor
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when i do that this happens to the model

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the jaw arms and legs are all messed up

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and in vr the hands are on the wrong controllers as well as the camera being made extremeley tiny

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like my floor in real life is nowhere near the actual floor in game

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because of how tiny the camera gets

proud kelp
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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

rapid vapor
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the only bones it says are rotating wrong are the thumbs feet and pelvis

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at least when its in the default t pose and not the enforced t pose

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the reason i think it has something to do with the mesh being backwards is because it does this to the thumbs

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its trying to put them on the other side of the hand

proud kelp
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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

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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

rapid vapor
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So I should swap the right bones with the left bones in the config?

proud kelp
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you can try it to test it, but yeah it looks like you just got your left and right confused lol

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so the reason it's backwards is that rotates all them as if they were the proper L/R but its flipped

rapid vapor
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all of the bones start with a b should I rename theme and remove the b from them?

proud kelp
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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

rapid vapor
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thank you so much it worked

proud kelp
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awesome!! glad that was able to fix it lol

magic bane
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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?

crisp tendon
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Or could just be an animation on trigger that scale the bone, based on proximity

sage patio
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could also technically use a contact receiver set to Proximity

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and either animate a blendshape or a bone on the model

magic bane
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Alright, thanks a lot! I'll try to mess with it.

next spruce
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do i need to have a blender bone to attach a physbone to or can i just place physbones without needing a blender bone?

sage patio
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@next spruce you can just use empty gameobjects

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no different in Unity's eyes

quaint cosmos
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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.

next spruce
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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

limber field
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I merged armatures, one didnt even have fingers bones, was adding a shirt and it broke my fingers. Any tips?

stable mantle
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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

next spruce
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is it possible to make a loop with bones?

quaint cosmos
lusty jackal
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Can you use DQ skinning or skin morphs in vrc?

crisp tendon
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No idea what either of those things are

fading verge
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How do you uhh

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do that

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do uhhh

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yeah

solid torrent
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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 it’s 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.

fading verge
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i know i just forgot how to do it

solid torrent
quaint cosmos
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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.

solid torrent
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Yeah, the bone tab thing, set the parent to the bone you want to parent them to, make sure the ā€œattachedā€ box isn’t checked, and it should be good

sinful flare
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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?

fading verge
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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

fervent hornet
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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

fading verge
fervent hornet
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Yeah I was gonna mention, in the bone settings there is an option to disable something like "copy scale from parent"

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Have to check it individually for every bone you don't want to copy parent

fervent hornet
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Yeah should be there if you scroll down in that

fading verge
fervent hornet
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Unless your proportions are insane, no one will notice small things besides yourself. Most anime characters have horrible proportions and no one cares

fading verge
fervent hornet
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Having it be proportional should look better, at the very least it will feel better!

quaint cosmos
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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.

sleek radish
sleek radish
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Show me your bones.

sleek radish
quaint cosmos
sage patio
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uhh why tf are there extra bones above the legs

fading verge
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iuts

sage patio
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you also don't need any IK rigging for vrchat

quaint cosmos
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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.

sage patio
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this is all you should have

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dividing the chest bone into chest/upperchest can also help the IK

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automatic tools will only get you so far.

quaint cosmos
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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.

sage patio
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you can leave in some twist bones, since they can be useful. the most useful ones are the forearm ones

quaint cosmos
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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.

sleek radish
quaint cosmos
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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.

sage patio
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don't need that

quaint cosmos
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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.

sleek radish
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Kek.

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But it works.

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And they're made to be optional anyway

sage patio
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fixbones aren't the same though

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because those can have their uses in VRC

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IK bones do not

quaint cosmos
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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.

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It even builds an IK/FK switch for you if you don't want to use IK for whatever reason.

sleek radish
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Huh. Neat.

fading verge
fervent hornet
fading verge
sleek radish
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Hmmmm

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I do not trust cats

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It is prone to shenanigans.

fervent hornet
sleek radish
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Ye, useful for people like me, who have gorilla arms.

sage patio
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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

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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

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alternatively, run this script in the blender scripting window:

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dude why does the bot keep yelling at me for trying to paste a code snippet

wind osprey
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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)

sage patio
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seems to work fine with you, thanks ^^

terse kayak
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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?

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ah, wait. i think i understand now.

scenic lodge
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im getting a bone heat failing thing

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or it does this

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and idk how to fix XD

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oh i didnt select the whole objject when joining

scenic lodge
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no that wasnt it vrcCrying

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it works

primal island
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anyway to define what the head of the avatar is without having a bone structure/avatar?

cursive depot
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how do i rig an avatar i made in blender?

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or

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what is a list of the bone names?

quaint cosmos
cursive depot
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ah

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cool

fading verge
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What does the avatar actually look like? Cause that might be the issue

near nebula
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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.

rough portal
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can anyone explain why the head is dragging the shoulders about?

fading verge
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In case you need location it is: Weights > Normalize all

rough portal
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that did the trick, thank you šŸ™‚

fading verge
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No problema

ripe flower
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how am i supposed to know what is wrong when unity does say at all

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is there something im missing

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ive tried rotating it every way imaginable

fervent hornet
ripe flower
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you're my hero

spiral elbow
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hey everyone i was wondering how i could fix this problem with my rigging

sage patio
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your rig is the least of your concern

crisp tendon
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What the fuck

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Why do you have four lights ?!

spiral elbow
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when i put my hand near my head or behind it then points the elbow in my face vs outwards

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i bought this avi like this

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so i intend to do hella optimization

serene surge
spiral elbow
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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

quaint cosmos
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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.

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Or I guess it can if they enable very poor avatar visibility but that's a dangerous game

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Can you upload it to see if it moves well? You might be fine.

fierce brook
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Sorry for replying to your response so long after you gave it lol

spiral elbow
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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

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its usable forsure and some people just like to be extravagant as fuck

quaint cosmos
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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.

sage patio
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either do it via the file explorer, or by exporting from blender into the correct place

next spruce
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how do you make the bones visible through the mesh in blender?

next spruce
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thanks

quaint cosmos
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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.

quaint cosmos
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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

hexed beacon
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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?

spiral elbow
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still wondering how i can fix this bone problem ?

quaint cosmos
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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.

crisp tendon
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Exporting through blender will add leaf bones

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No clue what the addon does

quaint cosmos
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I just scale down the parent object in Unity until it's the right scale. In this case, .01

crisp tendon
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Can't you just uncheck the Apply Unit on export ?

rotund kraken
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yes

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as well as leaf bones lmao

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user error if leaf bones are present

fervent hornet
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When exporting an fbx, change "All Local" to "FBX Units Scale" to fix the scaling differences

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Unless new blender changes all that shit 😭

heavy tinsel
wicked slate
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What happend?

dense vale
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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?

opaque forge
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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

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I don't know what's this Armature 1, i don't have anything called that the entire time

opaque forge
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I think I know why: When i import fbx in blender, it automatically adds a parent called Armature above my current Armature

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does anyone know how to disable it?

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thanks

lime remnant
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Does anyone have any hair rigging examples?

lime remnant
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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.

crisp tendon
pure dome
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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?

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or should i slide it up so the bottom of the root bone is lined up with the bottom of the ear bones?

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(or does it even matter)

crisp tendon
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That root bone would be irrelevant if they were parented to the head bone, they rotate around their own head transform

pure dome
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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

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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

slow juniper
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oh can it? i've just been using the armature bones

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but to be fair i've never touched dynamic bones

pure dome
# slow juniper oh can it? i've just been using the armature 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...

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slow juniper
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aren't humanoid bones things like fingers and legs and whatnot?

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cause i've been using them for tails and ears and other things and have been alright

pure dome
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yeah, ive also never run into problems but since i was already in blender i figured better safe than sorry

slow juniper
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yeah fair enough. i'll see if it comes back to bite me eventually

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noted though, ty

boreal crow
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hii i have a problem

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how can I make a hip bone

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Like the 2 hip bones are seperate

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how can I make them both same bone

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because it wants only one hip bone in vrchat sdk

pure dome
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if it were me i'd go into blender and edit the rig but i dunno if theres an easier way or not

boreal crow
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ye i made the rig in blender

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but how can i make them into same bone

pure dome
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either delete one and fix up weight painting or merge them together

boreal crow
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and how can I merge them bones together?

solid torrent
# boreal crow

Are you referring to the upper leg bones? The ones in the bottom of the picture?

boreal crow
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the ones that are grey!

solid torrent
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???

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Oh those

boreal crow
solid torrent
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Those don’t need to exist, the bone they are parented to should be the hip bone

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You can have bones not be attached to their patent by toggling the ā€œconnectedā€ thing in blender. It can be found in the menu that looks like a bone when editing the armature.

pure dome
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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...

ā–¶ Play video
boreal crow
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I'll try the addon!

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thank you!

#

OHHH i think i understood now

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the hip bones are not supposed to be connected to both bones

solid torrent
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Also, do y’all have a list of the names for the bone hierarchy unity expects? I’ve 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 didn’t like it.

#

I’m also unsure of how I would go about adding props which should be ā€œstuckā€ 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 I’m unsure of how bones and stuff interact with VRChats prop system, and what needs to happen in blender for it to work..

pure dome
# solid torrent Also, do y’all have a list of the names for the bone hierarchy unity expects? I’...

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:/...

ā–¶ Play video
solid torrent
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Yes, you did include a list of names. It scrolls a bit but yes it’s there

lime remnant
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Almost finished giving each hair strand three bones.

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Some I guess, like the back hair, won't be affected.

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Since I have too many hair strands using too many bones.

quaint cosmos
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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.

lime remnant
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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?

lime remnant
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Does that mean only three portions of hair can be grabbed or could each strand be grabbed?

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Like, do they all get grabbed because the script portion is being called?

lime remnant
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Like, is this okay?

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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.

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So three scripts would be fine, I cannot just put all of them on a single script adding up to like 64 bones?

nocturne sleet
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you could, create a hair root bone and make it the parent of the three roots you have rn

lime remnant
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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.