How to change body proportions for VRChat Avatars

  Рет қаралды 17,280

Airbee

Airbee

2 жыл бұрын

If you have any questions, feel free to ask in the comments.
Cats Blender Plugin: github.com/absolute-quantum/c...

Пікірлер: 41
@Airbee
@Airbee Жыл бұрын
2 things i forgot to mention in the video: 1: If you already have your Avatar in Unity and just overwrite your fbx after scaling you need to do an extra step for it to work ingame: Select the fbx in Unity, change its rig configuration from Humanoid to Generic, and then back to Humanoid, and redo the configuration there. If you change any of the Humanoid bones in Blender and just overwrite the fbx file in Unity, it keeps some old properties saved, and it will be weird ingame. 2: If the "Apply as Rest Pose" Button doesnt apply the pose on the correct mesh/armature that you want, you may need to isolate them in a separate Collection, and make sure that all the other collections are disabled.
@truep6956
@truep6956 Жыл бұрын
I'm sorry, I don't understand.
@CreEpeRneSs125
@CreEpeRneSs125 Жыл бұрын
Thank you! the first tip really helps! i would always find it tedious when the bone proportions wouldnt overwrite
@adicsbtw
@adicsbtw Жыл бұрын
quick note: If you do this and end up with different objects appearing mismatched in Unity, but not in Blender, try messing around with the shape keys. For some reason, this method can sometimes do weird things to the exported shape keys, and tweaking them a bit in Blender seems to make it fix itself
@vizdotlife
@vizdotlife 4 ай бұрын
This looks super useful, thank you
@eatmynutsarchmage4883
@eatmynutsarchmage4883 8 ай бұрын
this looks really handy for an avi im on the fence buying after seeing the arms are way too short, thanks!
@TheGamerCreeper399
@TheGamerCreeper399 Жыл бұрын
I wish i knew about this sooner, i wanted to shrink my model's head so I just went in edit mode and selected all the vertecies
@ellescer
@ellescer 2 жыл бұрын
cool
@GloomySpriite
@GloomySpriite Жыл бұрын
I am having a problem with the fbx returning to what it was originally (legs being weirdly long haha) when I put it in unity even after applying as rest pose and exporting. I don't know what I am doing wrong :(
@Airbee
@Airbee Жыл бұрын
If you already have your Avatar in Unity and just overwrite your fbx after scaling you need to do an extra step for it to work ingame: Select the fbx in Unity, change its rig configuration from Humanoid to Generic, and then back to Humanoid, and redo the configuration there. If you change any of the Humanoid bones in Blender and just overwrite the fbx file in Unity, it keeps some old properties saved, and it will be weird ingame.
@FearMongrel
@FearMongrel Жыл бұрын
excellent video, this helped me alot earlier this month, im now having trouble scaling my avatar's big feet down. I followed these steps, except changed the foot bone scale instead of length. it looks good in blender but doesn't import correctly in unity... would you have any idea how to solve this?
@Airbee
@Airbee Жыл бұрын
Thanks :D If it looks good in blender but not in unity, i suspect that something isnt properly applied yet.. make sure that you hit "apply as rest pose" while you're in pose mode. You can also try pressing CTRL + A > Apply all transforms on all meshes and armatures, that might also fix some things. If you go into edit mode of the armature in blender, is it still correctly scaled down? In case you usually just overwrite another fbx in unity, try importing it as a fresh fbx with a different name and see if it is working there then. You can also try selecting the fbx in unity, change its rig configuration from humanoid to generic, and then back to humanoid. Also check if changing any shape key maybe is messing with the feet scale It could really be a million things its hard to say, these are just some of the first few things i'd check/try ^^
@FearMongrel
@FearMongrel Жыл бұрын
@@Airbee thanks for the speedy reply! most of this stuff I've already checked process of elimination wise but I will definitely go back and recheck it all. I'm still very new but learning blender from scratch these past weeks has been fun. I imagine it'll be an easy fix once I find it, for every issue that takes days to resolve its so satisfying to eventually see the whole model come together exactly how you want it..! I'll reply with the fix once I find it, rest assured.
@Airbee
@Airbee Жыл бұрын
@@FearMongrel Aye, good luck :D
@FearMongrel
@FearMongrel Жыл бұрын
found the fix, there was a fake basis shape key above the real one that once deleted, imports correctly
@Airbee
@Airbee Жыл бұрын
@@FearMongrel Its always those damn shape keys... Good job :D
@o0MasterLink0o
@o0MasterLink0o 2 жыл бұрын
Hi, Is there a scaling system that can show you heights and lenghts acorrding to IRL while adjusting. Or is there a chart im not aware of? Was hoping its not all trial and error.
@Airbee
@Airbee 2 жыл бұрын
Hi, if you are in object mode and open the properties panel (n) and go to the tab "Item", there are 3 values under "Dimensions". It should show the dimensions in meters by default. Also if you select a bone in edit mode, it should show the length of that bone in the item properties. And last but not least there is always the "Measure" tool in the toolbox, with which you can take all the measurements in any direction that you want. What i for example did is this: i T-Posed in front of my camera, took a picture and overlayed it into blender to adjust proportions xD Seemed like the easiest way for me. Overall i think there unfortunately won't be a way around some trial and error, but you can get the approximates with these methods. Good luck!
@o0MasterLink0o
@o0MasterLink0o 2 жыл бұрын
I assumed that there would still be some trial and error but this helps sooo much! Thank you very much! Most of these tools, I didnt know were there or how to get them. Unity is so busy when youre learning o.o
@fantayent1958
@fantayent1958 Жыл бұрын
im having trouble getting my avatar back into unity working properly after the fbx export. What are the steps to get the arm edited avatar back into unity and not starting over with the avatar setup?
@Airbee
@Airbee Жыл бұрын
You will want to overwrite the fbx in your Unity Project with the fbx you just exported. Do that in the windows explorer, not in unity itself. You can navigate to your Project folder easily by right clicking in Unity on any file, and select "Show in Explorer". When you overwrite the current fbx that you have in unity with the one you just exported with new proportions (or basically any bone change) you'll have to select the fbx file in your project (not in the hierachy) and then in the inspector, you have the tab "Rig" where Animation Type should be set to Humanoid. You'll have to set this to None, click Apply, and then set it back to Humanoid and Apply. If you made any changes in the Humanoid Configuration you'll have to do these again (for example i always need to remove my hair bone from the Jaw). Other than that, i don't think that you need to do anything else.
@Airbee
@Airbee Жыл бұрын
@@fantayent1958 If you manually rotate the finger bones in unity/blender, does it also look fine or is it broken? Did you set the "Inherit Scale" to "None" on the wrist before scaling the arms?
@fantayent1958
@fantayent1958 Жыл бұрын
@@Airbee In blender I only saw a check box next to inherit scale not a box for non like in the video. I did uncheck the box. Was I in the wrong setting? *-Edit-* I had to update my blender. Was 2.8 :). I'll try again.
@fantayent1958
@fantayent1958 Жыл бұрын
@@Airbee a new version of blender didnt help. I still end up with long broken fingers.
@fantayent1958
@fantayent1958 Жыл бұрын
Finally fixed the issue. I had to go set all the fingers to scale of 1 even though I had used the "inherit scale to none"
@ReyingRexer
@ReyingRexer 10 ай бұрын
changing the pose makes the avatar skew very weirdly in vrchat, is there a solution to that?
@Airbee
@Airbee 10 ай бұрын
See pinned comment please, should be the firet thing mentioned
@ReyingRexer
@ReyingRexer 10 ай бұрын
@@Airbee nvm fixed it, it was because of the rest pose
@Airbee
@Airbee 10 ай бұрын
Nice! :D
@WhispTheFox
@WhispTheFox Жыл бұрын
This doesn't seem to work for me. The bone scale seems to reset once in game.
@WhispTheFox
@WhispTheFox Жыл бұрын
I figured it out. I forgot to adjust the wrists
@Airbee
@Airbee Жыл бұрын
@@WhispTheFox Aye nice, good job :D
@WhispTheFox
@WhispTheFox Жыл бұрын
@@Airbee Still having trouble. It seems to squish the hand in a weird way. In game the arms look nothing like they do in Blender or Unity.
@Airbee
@Airbee Жыл бұрын
@@WhispTheFox Try selecting the fbx in unity, change its rig configuration from humanoid to generic, and then back to humanoid, and redo the configuration there. If you change any of the humanoid bones in Blender and just overwrite the fbx file in unity, it keeps some old properties saved.
@WhispTheFox
@WhispTheFox Жыл бұрын
@@Airbee Ah, okay. I'll give that a shot.
@SturmFloof
@SturmFloof Жыл бұрын
this does not work the feet stay as long as they do in unity
@SturmFloof
@SturmFloof Жыл бұрын
in the rig everything is looking just fine
@Airbee
@Airbee Жыл бұрын
@@SturmFloof If you already have your Avatar in Unity and just overwrite your fbx after scaling you need to do an extra step for it to work ingame: Select the fbx in Unity, change its rig configuration from Humanoid to Generic, and then back to Humanoid, and redo the configuration there. If you change any of the Humanoid bones in Blender and just overwrite the fbx file in Unity, it keeps some old properties saved, and it will be weird ingame. And maybe make sure that the pose is actually applied in blender, if its just scaled in pose mode but not applied to the armature in unity nothing will change
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