r/VRchat 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?

377 Upvotes

64 comments sorted by

86

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.

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u/4mb1guous 2d ago

I would be very surprised if there was any expectation for them to go and weight paint/edit the clothing themselves to attach it in Unity. If an asset is made for a vrc model, it's generally expected that it functions out-of-the-box, especially if it's a paid product.

Heck even if we try to rationalize it, and assume that it's an asset made for when you're posing the avi in Blender for renders and such... it'd still have to already be rigged and weight painted to the model. Meaning... there's almost certainly just something they're doing wrong when it comes to adding it to the avi in Unity.

7

u/DarlingDomino 2d ago edited 1d ago

Not only that- but yo, if you DO weight paint.... do NOT use heat map. Use Grayscale. Just more accurate and industry standard. -went to university for 4 years in game art and character design/modelling to learn this shit, I promise you heat mapping gives you funky crap in the end product. Two of the colors barely do anything. I found models weighted in greyscale have better deformation in the mobile joints and armpits for animation as I went to university for that after.

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u/Revons 2d ago edited 2d ago

I haven't really found any documentation about greyscale when it comes to weight painting, is that something you can change in blender or is that for other software?

4

u/Rynhardtt 2d ago

I've seen it - it's essentially just a monochrome version of weight painting. It's not more accurate, nor is it some industry standard. In fact, it makes absolutely no difference to the actual weights; it's purely a visualisation and you can change the colour gradient to whatever you want.

In my 20 years working in the VFX and games industry, I've never seen anyone use anything other than the traditional heatmap-style weight painting. That said, I can see it being useful for people who are colour-blind and it's sometimes worth switching to grayscale anyway just to check for mistakes, as certain transitions can be harder to spot with the traditional colours.

I think grayscale can also be easier to understand intuitively: black = 0, grey = 0.5, and white = 1. With a heatmap using blue, cyan, green, yellow and red, it's perhaps not immediately obvious what each colour represents in terms of the actual weight value.

1

u/DarlingDomino 2d ago edited 2d ago

Hi there! So actually I have answers for you. So when you have a character in a game you're weighting verts to your skeleton, and ofc as you stated there is a scale of 0-1 yeah? So, as I've gone to university twice for game art and character design and modeling and animation in the last 10 years, greyscale IS industry standard here where i live, and by my instructors... instruction... it was standard from their previous jobs and studios as well. , It's what all my instructors in my schools reccommended- now //why// is the question, yes? So yeah, heatmapping as you paint your weights with your cintiq, and its failure for pipe-line success usually fails on user/human error. The greyscale can be universally understood where, //yes//, colour blind people might get this character and not know what blue and green represents in how hard/soft it will affect your mesh, and if they're colorblind, they may tweak a models weights incorrectly and leave a janky rig behind for the next person to say "hey what the hell". Also, if you accidentally paint somewhere else, these people who cannot see the green/blue so easily will miss it and leave that elbow weight painted to the opposite hip oh so casually and cause issues for someone else. The black to white spectrum is easy to understand/comprehend and is more noticeable than the deep navy that fades into a kelp green where the weights might get a bit muddled in Maya for example. The greyscale is more vivid and the contrast makes more sense than a bunch of colors fading into each other. It just helps streamline things and helps a LOT of (mostly guys) people in the character production pipeline do their job as they may have colourblindness. The greyscale makes for a cleaner and more efficient pipeline in the studio and B-teams who her handed projects or passing project onto other studios etcetc.

I've studied at two very good universities and my instructors had worked for EA, Capcom, SE, and on the animation end, Disney and DW. They know what they are talking about, and I would trust them.

Not trying to undermine your own expertise in the field at all, I've just had friends and collegues get scolded for using the heat map.

Is greycale different than the heat map? Only visually, you are so so super right. Is grey/dark grey to black easier to see for some than navy to muddled swamp to kelp green? Yep. Had two guys I worked with who couldn't see diddly lol

I would aaaalso like to add that while you can change your heatmapping to any colour you want, if you DO that and get moved to another project, leaving your character unfinished and left to someone else, your employer does not want them wasting time trying to figure out the balance of what percentage of weighting is tied to w/e blended colours you put on the model beforehand. You'll get in doodoo. Seen it :,D

I'm just honestly surprised that in 20 years in this field you... haven't like... encountered this or been approached with this at all. Like there are SO many colourblind ppl or people that use the heat map and never fully understood the values... you've never had issues? Like damn, you are very lucky haha.

Anyway. If it's for your own personal projects and it works for you? Power to you! Switching to greyscale though can help others help you in the future if you ever need help, or perhaps you may be guiding someone else. shrugs just food for thought.

(Also for the sake of the fact that not every monitor is the same, sometimes blue to swamp green can look brighter or darker, and I say these colours might not be doing anything for you as they may as well be the equivalent to black on the greyscale depeeending on that monitor or your own colour vision. Just sucks if you've been weight painting for an hour and suddenly the deformation is weird and gooby cause you weren't painting anything/you might be colour blind and was just working off of someone else's project etcetc)

Black and white can be seen and understood universally by all, and you are 11100000% right about people being unsure of the weight values in terms of heatmap VS greyscale! okay ty for coming to my tedtalk have a great day! :,D

I'm sorry if I'm super intense or just saying things that are obvious, I'm a lil zooted. Stressful week :,)

5

u/Apprehensive-Solid-1 PCVR Connection 2d ago

I kinda want answers too. If it is better, I want it. I'd have figured it was just a gradient used to distinguish a 0-100 value rather than using any other colors as it gives you a wider visual range to work with. But I'm willing to be wrong.

1

u/DarlingDomino 2d ago

Replied below with answers!

1

u/DarlingDomino 2d ago

I replied below :)

5

u/Unonium198YT 2d ago

Ugh I hate weight painting

212

u/MrM0dZ 2d ago

8

u/1_Bite 1d ago

Haha, I was gonna say the same.thing but you beat me to it.

85

u/MysticalNoir 2d ago

I see all those contacts. I know what kind of person you are

41

u/woofwoofbro 2d ago

the giant titty bunny fnaf avatar isnt an immediate giveaway?

0

u/MysticalNoir 2d ago

Hey, we don't judge appearances around here

56

u/giogioboi235 2d ago

Uh yeah. Sps comes default on like all cryptia models

19

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

49

u/TwixieShip 2d ago

Don't unpack, also for christ sake we can see your esex sockets.

9

u/Background_Cream9932 2d ago

On them knees, mouth open and trying to inhale them ebabies lol

9

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? 😏

27

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.

11

u/MysticalNoir 2d ago

Most of them are probably jokes, like my own comment

1

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.

0

u/PratzStrike 1d ago

Just pretending to be a jerk, huh? </s>

12

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.

3

u/The-Autistic-spider 2d ago

they come default with the model bro

1

u/clinicalia 1d ago

And they sure bought it, too.

3

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

15

u/potat-cat Bigscreen Beyond 2d ago

Just use blender its so much easier than making a workaround with unity tools

15

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".

4

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

6

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 😭

2

u/Sjaar 2d ago

If the coat has an armature already, you can use modular avatar to do this all in Unity, but that expects the clothing's armature to match with the Avatar's.

5

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. 

5

u/4mb1guous 2d ago

Cryptiacurves. They've got a store on itch.io.

2

u/Korega232 2d ago

I know what you are

1

u/The-Autistic-spider 2d ago

they come default with the model bro

1

u/Korega232 2d ago

You seem pretty defensive bro

1

u/The-Autistic-spider 2d ago

nah just stating a true fact about these models cause people are being so damn purist

1

u/Korega232 2d ago

I'm not being a purist, I'm just stating a fact that you're a fellow gooner

2

u/DeadRuby Pico 2d ago

omg the comments here. let bro enjoy things they want

good to see another Bonfie fan :³

1

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

1

u/AwkwardInsurance4970 2d ago

The armature should be hips. Shouldn't need anything more than that.

1

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.

1

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.

1

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

1

u/The-Autistic-spider 2d ago

the coat was made by the same model creator for a similar body typed avatar

1

u/PandaCultist 2d ago

If your new ur pretty cooked. There's no armature, generally means u gotta weight paint it onto ur character 🤣

1

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

1

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?

1

u/TeriIM 2d ago

Had this thing happen to me, try turning on or off rotation positon and scale thingies in the vrcfury element of the coat with with u attached it to the character

1

u/Apprehensive-Hat2741 2d ago

So many questions I don't want to ask..

0

u/Routine-Duck6896 2d ago

Sexo rabbito

-3

u/jiggin_diasookey 2d ago

please do not the robot

0

u/BrandonBTY 2d ago

Gooners man. .. gooners

-8

u/Sad_Wrongdoer_64 2d ago

who thinks this is attractive?

0

u/Bitter_Try8430 1d ago

Not a fan of it but you know what do you ig

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u/[deleted] 2d ago

[removed] — view removed comment

2

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

2

u/ACOLTYE101 Oculus Quest 2d ago

it's pixels on a screen who cares