
for most models, eyeballed shoulder placement can actually work 100% ok (as long as you're a good judge of distance, that is!) Now, we wont actually be winging it as much as just choosing where to start the shoulders ourselves. Well, we need to do the same thing with the arms, except there isn't really anything for the cursor to latch onto (unless you have completely cylindrical arms, in which case you could select some vertices, but that's beyond the scope of this tutorial, so we're going to wing it! You remember how we centered the cursor to spawn the rig? Now things begin to get a bit more tricky from here. Every bone past here will do something like this, so dont forget! (should look like pic 2 up there) If you look back to the inspector, you can see we now have "bone.001" selected. (good thing for a spine).ĭrag it up to the bottom of the chest area, and left click to release it. That combination will begin to extrude a new bone and lock it to only the z axis, meaning we can stretch it up, but not forward/backwards or side to side. Now, for this next part, go back to the viewport and select just the top circle of the bone (not the whole thing, that'd break the rig) and hit e+z. Later, we'll use this to our advantage to finish faster! For now though, we'll just change the names to what we need them to be. For instance, a second bone off the hip would be called hip.001. Now, Blender makes it's bones hereditary, which means that any new bones created off of a previous bone will carry the name of the bone they came from. You'll see this bone is simply named bone right now. to do that,Ĭlick on the tab up on the top of the inspector with a single bone in it. Now that we're in edit mode, we want to give this specific bone a specific name other than "armature". So, we obviously want to add more bones to give our character more flexibility! To do that, hit the tab key on your keyboard to enter EDIT mode! you should see the little orange cube in the bottom left corner of the 3D view change to a grey cube with orange dots on the corners. Now, a hip bone is great and all, but it won't help us much by itself, will it? Move your armature down by clicking and dragging on the blue arrow until it's in your character's general hip area, then release! That is the beginning of your rig, a bone! Now, take a look at the second photo on this step. Check that, and you should see a pyramid in the middle of your character! go to the Object tab (the orange cube) and down under the "display" dropdown you should see a box called "xray" that's unchecked. Go over to the menu on the right hand side of your Blender screen, and you should see that a new "armature" is selected! Now we just have to change one setting to see it. You'll suddenly have a set of translation arrows on-screen, but you probably cant see anything else, right? Now the fun begins! Hit shift+a to enter the spawn menu, and select "armature" and "single bone". A menu will pop up, select "cursor to selection", and the 3D cursor will move right to the location of the model's origin! It should be right above the hips in most cases. To center your 3D cursor so we spawn a rig where we want it, make sure your model is selected (and the avatar model only), hover over the 3D viewport and hit shift+s. If you have the character halfway beneath the ground-plane, you may experience animation glitches in VRChat, or other Unity games.Īlrighty, now we can finally begin making our character's rig!įor humanoid rigs I always start at the hips (as everyone should) and go up to the head and arms, and then finish at the legs and go down to the feet. Then simply line your feet up so the sole of the foot/shoe is right on top of the red line.ĭoing this ensures that when Unity is running, the character always stays above the ground plane in idle. This gives you the flatest view of your character from straight on, making it (hopefully) easier to see your feet. The easiest way that I've found to do it, is to select all the parts of your model (if your scene is blank a simple double tap of the a button should suffice) and then to make sure we move it straight, hit the 5 key on your numpad (if you have one) to enter orthographic mode (non-perspective 3D, less like an fps cam and more like a CAD cam) and then hit the 1 key on the numpad to switch to front ortho view. (that's where x,y, and z intersect in Blender's grid, if you didn't know) One of the first things you should always do with a new model (especially for VRChat) is line it up with the origin plane.
