Camera swinging and avatar in the air

hello so im trying to import this model in vrchat but im experiencing this bug and idk how to fix it can anyone help

tenor

Have you tried testing it in Unity directly rather than in VRChat?

yeah i tested it on unity

so im not into avatar making that much but it seems that the neck bone / one of the head bones hasnt registered or whatever its called in unity, if u compare ur first two screenshots there is one larger green bone but not two smaller ones like in blender, u should also name them differently in blender so unity can import the bones like naming the head bone head and the neck neck or u choose them manually in the rig thingy in unity i think

Looking at your rig and that camera seizure, the issue must be your bone rigging.

VRChat requires specific bones mapped for humanoid avatars. From the rig requirements: “Spine hierarchy missing elements, make sure that Pelvis, Spine, Chest, Neck and Shoulders are mapped.” Your rig stops at spine.006 with no neck or head extending upward. Without a head bone, your viewpoint camera has nowhere to anchor, causing whatever that amusement park swing is.

In Blender, please fix the naming and then:

  1. Identify your Chest bone (spine.003, where your shoulders attach)
  2. From the top of your spine chain (spine.006), extrude upward to create a Neck bone
  3. From Neck, extrude upward again to create a Head bone
  4. Position the Head bone at eye level
  5. Re-export FBX to Unity
  6. In Unity, configure as Humanoid and make sure it’s mapped:
  • Hips → Hips
  • Spine → Spine
  • Chest → Chest
  • Neck → your new neck bone
  • Head → your new head bone
  1. Verify neck is parented to whichever bone you mapped as Chest

Your neck must be a child of Chest, and shoulders should also be children of Chest. Right now your spine chain just ends with no head structure.

Check the rig requirements - specifically the “Spine Hierarchy” section.