im really new to this so i figured i should do base export to try check to see if stuff works before i start adding all the bells and whistles im planning for this model im working on. i opened the the sdk control panel like it said, but there were a bunch of issues with the model listed.
it said the arms/hands and feet weren’t mapped to the rig:
so i was like ok fair, let’s fix that. the bones were indeed red when i opened the config panel, but they were all mapped in the little guy icon? here’s how it looked:
when i went to check the muscle settings everything looked right
im not really sure what im supposed to do to fix this? the bones are obviously mapped but the sdk keeps telling me its not so i cant publish the build. someone help a newbie out?
Did you switch that import stuff after dropping the model into scene?
On the root of your VRC avatar, specifically the object with the VRC avatar descriptor, there is an animator, you might need to tell it what avatar to use. The one you want to use is part of the file that is your 3d model.
I always check the rig when it says its wrong, that’s why I’m so confused about it. I tried adding the animator and vrc avatar descriptor to the full prefab instead of just the base mesh. it now looks like this, even though the config screen shows all green limbs.
OK so after trying to change from humanoid to generic to humanoid the error message I get now is that the spine hierarchy is wrong, but relabling the upper spine bone to “upper chest” throws “upper arm unspecified” and “head, arms and feet are unmapped” errors at me. I tried unmapping and remapping all the bones manually but that didn’t do anything either. I was wondering if anyone knows what I can do to get my build test ready? If it helps to diagnose, the model has no feet (I’m going to be swapping the shoes between flat slippers and high heels and modeling her without feet felt simpler than typing the foot positions to blendshapes)