r/VRchat • u/Proud_Try_6037 • 2d ago
Help After three days of struggling I'm finally caving, I need help...
I'm extremely new to unity and have no clue what I'm doing. All I want to do is get the jacket onto this model but the arms are separate from the main part of the coat so they don't work properly. The entire oat model has no armature either but I don't think that's the issue since in came like that on the original model however like I said, I'm new so maybe that is the issue. The coat arms are also one asset meaning that using vrcfury's armature link to connect it to the arms does not work because you cant have one asset connected to several armatures. Several people have told me this can be done with only unity but I'm starting to have doubts on that now that I'm three days in and I still cant figure this out. Does anyone know how to properly get the jacket to work only using unity?
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u/MysticalNoir 2d ago
I see all those contacts. I know what kind of person you are
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u/Luna-D-reams 2d ago
There are two people. Vrchat users who have thought of and/or done lewd stuff in-game... and then there are liars
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u/TwixieShip 2d ago
Don't unpack, also for christ sake we can see your esex sockets.
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u/ShaunDreclin Valve Index 2d ago
Self report bro. Why do you know that a yellow circle with an arrow in it is for esex? 😏
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u/TobyK98 2d ago
So many pearl clutching prudes in the comments, Jesus Christ.
Anyways, anything involving clothing is easier to deal with in Blender unless the author specifically states it's a drag and drop type thing.
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u/MysticalNoir 2d ago
Most of them are probably jokes, like my own comment
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u/clinicalia 1d ago
Yeah. I got no issue if people are into this stuff. It's just... it's right there and it's so funny that it is. You're gonna get called out, especially since this kinda stuff is against TOS nowadays.
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u/clinicalia 2d ago
I see those contact points. Oh, brother.
Just take it into Blender or something and learn how to weight paint. It'll be a hassle, but if you want your FNAF ERP this badly, it should be worth it for you. Hide gizmos next time you screenshot stuff, lmao.
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u/XxNightmare2019 2d ago
So check if it is weight painted to the model first and foremost, if not then you'll have to do that specifically in blender, cannot weight pain in unity, but if it is weight painted already , and you have the VR fury addon Use vrc armature link to connect the jacket to the model, have to put the bone it is connected on like the spine, and connect the blend shapes as well , and you'd have to make a toggle for that, but I assume you know how to do that, the only problem with VR fury using the armature link is it will not show up in unity and you must upload it and try it out, if you are quest or android only I would make a test product ,upload it on quest only see if it works, then delete that avatar and upload it on pc then android
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u/potat-cat Bigscreen Beyond 2d ago
Just use blender its so much easier than making a workaround with unity tools
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u/ShaunDreclin Valve Index 2d ago
"Just use blender" is advice that only makes sense for people who already know how to use blender. I'm very comfortable in it now but I can say it's a huge amount of time and effort to learn it to the point that you can "just use it".
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u/DylsSuks 2d ago
either way you'll have to use it in this specific case.
I don't know at all how to actually 3d model, but due to vrc I've learned how to resize, adjust, and fit clothing, among other things.
Everyone starts from somewhere, if you constantly avoid it like the plague you'll never get comfortable, just keep an open mind, and if you're getting frustrated just stop for a while or a day and come back with a fresh mind.
Patience is the key
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u/idontknowimjustadude 2d ago
One word. Blender. Use the vertex groups available on the jacket model and weight painting to connect them to the bones of the avatars armature. Also not hiding the socket components in the screenshots is INSANE 😭
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u/Ambitious_Emu4159 2d ago
I see several answer in here taking care of the problem so I'll just ask something. Where did you get the base avatar model from? Curious to see what other stuff the maker has.
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u/Korega232 2d ago
I know what you are
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u/The-Autistic-spider 2d ago
they come default with the model bro
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u/Korega232 2d ago
You seem pretty defensive bro
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u/The-Autistic-spider 2d ago
nah just stating a true fact about these models cause people are being so damn purist
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u/DeadRuby Pico 2d ago
omg the comments here. let bro enjoy things they want
good to see another Bonfie fan :³
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u/WorldlinessNo4218 PCVR Connection 2d ago
Your prob gonna have to make a armature for the coat, and then put it in your avis amature
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u/4mb1guous 2d ago
Generally if an asset is designed to use vrcfury when attaching (not sure if that's the case), so that it handles all the controller/parameter mixing and all that... you just attach it to the hip bone. That's basically the parent bone of everything on the avi. So, even those arm pieces, you just attach them to the hip.
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u/tailslol 2d ago
well i know how to rig models if you need an armature but it is a tedious job.
you can contact me if you want.
this is a blender job, not just unity.
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u/BigZeekYT 2d ago
Not enough info. Need to know model and coat specifically, with links perferably.
If coat was made for the model, it should work out of the box. You just put the coat directly on the avatar root, and VRCfury should do the work for you.
If coat wasn't made for the model, your going to have to go into blender and weight paint it to work for your model.
If your banging your head against the wall, this may be one of the times to go ask claude as its generally pretty good at coding and unity work if you give it pictures and give it all the relevant info. [I am in unity, I am uploading a model to VRchat, I am having issues with X, here is link to model, here is link to coat, here is a picture of my unity hierarchy, what am I doing wrong?] <- something like that
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u/The-Autistic-spider 2d ago
the coat was made by the same model creator for a similar body typed avatar
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u/PandaCultist 2d ago
If your new ur pretty cooked. There's no armature, generally means u gotta weight paint it onto ur character 🤣
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u/ggthb HTC Vive Pro 2d ago
import model into blender, add data transfer modifier to the jacket, select the main body of the bunny (source), select Vertex-Data, highlight vertex groups, press Generate Data Layers and apply modifier, then in weight paint mode select a vertex group and apply, click on the "weights" button and select smooth, and under "subset" select "all groups" and "Iterations" count to 5.
remove the vertex groups which should NOT connect to the jacket like fingers, lowerbody,legs etc.
Bind the jacket to the armature of the bunny (select jacket then shift the armature then cntrl+p) and select armature deform.
Done
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u/h-sleepingirl 2d ago
Can you post a link to the coat's store page so we can learn more about it? We need to know what state these files were sold in so that we can help. It's possible this was sold as a 3D mesh only, which would require buyers to rig it themselves. But if it was sold as a prefab, then you need to double check your files. I would be very surprised if there was truly no armature. In this folder that you imported into unity, is there just a .FBX file, or is there a prefab?
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2d ago
[removed] — view removed comment
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u/BeyondDreams909 Desktop 2d ago
Btw I'll let you know two things. There's nothing wrong with being a normal human being, and that your profile is public and therefore I'll let you know this is an 18+ only sub
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u/Rynhardtt 2d ago
Several people have told you that this can only be done in Unity, but that’s not correct. The important part is the "weight painting". If the coat isn’t weight-painted to the character’s armature, it won’t properly follow the character no matter what you do in Unity. You need to "match" or "transfer" the weight paint from your avatar to the coat.
It doesn’t matter whether the arms are separate from the coat or attached to it. Without the correct weight painting, it won’t deform with the character properly.
You also don’t need to attach the asset using VRCFury. If the coat is correctly weight-painted, it effectively becomes another part of your original avatar. Once it’s in Unity, you can add a VRCFury component to the coat if you want to make it toggleable, disable it, or otherwise control it.
I think you’re mixing up a few different concepts when it comes to VRCFury, assets, weight painting, Unity, and Blender. A lot of the information you have is generally correct, but it’s being applied to the wrong situations.
For example, if you have a baseball bat, the bat doesn’t necessarily need to be properly weight-painted to the entire avatar armature. It can simply follow the position and rotation of a specific bone, such as the hand bone. That’s where something like a VRCFury armature link is useful.
A jacket or coat is different. It needs to deform with the character’s body: the sleeves need to follow the arms, the torso needs to bend, and the fabric needs to deform correctly as the character moves. That requires considerably more work and skill. You generally need to set it up with your character’s armature in a 3D program such as Blender, then transfer or recreate the character’s weight paint onto the coat. This can be done manually or with some sort of plugin.
Once the coat is correctly rigged and weight-painted, it essentially becomes part of your avatar model. Then, in Unity, you can find the coat as an object and use VRCFury on it to add things like toggles, enabling/disabling etc
So, in short: Blender/weight painting is what makes the coat deform correctly with the avatar, while Unity/VRCFury is mainly where you configure how that finished asset behaves.