VRChat
BurdlikeCryptid 2020 年 10 月 10 日 下午 7:28
Question about Avatar "Rigging" - Just needs some help or advice
Ive spent the past 3 days trying to understand what Im trying to do and my result was a Toy Bonnie with missing shoulders, apparently "too tall" (possibly due to said missing shoulders) and something called an"AABB" being too large.
Hecc the only reason I managed to get the textures working is due to a Unity plugin that can read Sketchfabs glft files and yoinked them from that.
Im honestly just confused by it all and at the point Im thinking about giving up and commissioning someone to help me convert the models I found on Sketchfab as I just have no clue how to fix the issues.

Any help is appreciated to be honest. Hell I want to thank you for even reading this. :byers:
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Chewy102 2020 年 10 月 10 日 下午 8:41 
Too tall or too short efforts can be ignored in the VRC SDK. As long as you are within .8m - 2m any avatar should be fine. Any smaller/bigger and they will not cause problems. But small avatars can not render the world right if too close to the floor, and talk avatars can simply not fit inside maps.

"AABB" I got no idea on. That a name of a bone?

As for shoulders. They need to be a child of your chest. An armature normally goes. Hip bone splits into legs and spine. Spine to chest who then splits to neck and shoulders. Neck to head, shoulders to arms, and legs to feet. Then comes placing them all in place and attaching the right parts of the model to them.

Bone parent/child chains are very important to rigging an avatar. It wont work without it being proper. Can be spoofed or bones go unused, but they NEED to exist and be in order.

If your prebuilt model doesnt have shoulders, then you gotta take it into Blender or another modeling software to add them.

There is a reason most everyone uses the same avatar base, are poor quality, and /or it's rare to see anything unique. Avatars are a pain in the ass to make and import into VRchat.
BurdlikeCryptid 2020 年 10 月 12 日 上午 10:18 
引用自 Chewy102
Too tall or too short efforts can be ignored in the VRC SDK. As long as you are within .8m - 2m any avatar should be fine. Any smaller/bigger and they will not cause problems. But small avatars can not render the world right if too close to the floor, and talk avatars can simply not fit inside maps.

"AABB" I got no idea on. That a name of a bone?

As for shoulders. They need to be a child of your chest. An armature normally goes. Hip bone splits into legs and spine. Spine to chest who then splits to neck and shoulders. Neck to head, shoulders to arms, and legs to feet. Then comes placing them all in place and attaching the right parts of the model to them.

Bone parent/child chains are very important to rigging an avatar. It wont work without it being proper. Can be spoofed or bones go unused, but they NEED to exist and be in order.

If your prebuilt model doesnt have shoulders, then you gotta take it into Blender or another modeling software to add them.

There is a reason most everyone uses the same avatar base, are poor quality, and /or it's rare to see anything unique. Avatars are a pain in the ass to make and import into VRchat.

I can see what you mean. I actually managed to get an avatar to pass the checks for publishing thing was - it was giant for some reason and I can't understand why.
Thank you for the help. Im honestly just new to this and going in pretty much blind.
Chewy102 2020 年 10 月 12 日 上午 10:40 
引用自 BirbGoes Hjonk
引用自 Chewy102
Too tall or too short efforts can be ignored in the VRC SDK. As long as you are within .8m - 2m any avatar should be fine. Any smaller/bigger and they will not cause problems. But small avatars can not render the world right if too close to the floor, and talk avatars can simply not fit inside maps.

"AABB" I got no idea on. That a name of a bone?

As for shoulders. They need to be a child of your chest. An armature normally goes. Hip bone splits into legs and spine. Spine to chest who then splits to neck and shoulders. Neck to head, shoulders to arms, and legs to feet. Then comes placing them all in place and attaching the right parts of the model to them.

Bone parent/child chains are very important to rigging an avatar. It wont work without it being proper. Can be spoofed or bones go unused, but they NEED to exist and be in order.

If your prebuilt model doesnt have shoulders, then you gotta take it into Blender or another modeling software to add them.

There is a reason most everyone uses the same avatar base, are poor quality, and /or it's rare to see anything unique. Avatars are a pain in the ass to make and import into VRchat.

I can see what you mean. I actually managed to get an avatar to pass the checks for publishing thing was - it was giant for some reason and I can't understand why.
Thank you for the help. Im honestly just new to this and going in pretty much blind.

That's likely a scaling problem. Easy enough to fix in Unity. Click the avatar in Unity and where you set it to 0/0/0 there is a scaling option. Just reduce it to fit within VRC standards. A FNAF avatar should be of the taller side, so a 1.5m or default 1.6m high viewpoint should be good. It'll be rather big though.

If you want to fit better with other avatars or be more compatible with random worlds. Aim for a viewpoint of 1.4 in my opinion. It will still be a bit tall for some worlds, but you should be fine. Plus it is always a good idea to have both a tall and short avatar just in case.
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发帖日期: 2020 年 10 月 10 日 下午 7:28
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