Thanks for the tutorial! I was unhappy with how my foot was looking, especially when sitting cross legged, but I figured out something that I think worked well for me and wanted to share! If you hit the + on the constraint for the feet, you can add the LowerLegPlanti bones to it along with the UpperLegPlanti and it will blend together a shape combining both the upper leg and the lower leg rotation, you can tweak the weights by changing the 1 value to adjust how much each joint influences it. Before it looked really weird cross legged but I'm a lot happier with how it has turned out after doing that. I was also having some weird stretching issues between the foot and the toe, and it seems to have helped that a bit as well. It might just be my avatar that was having issues, though! So mileage may vary!
Followed through the entire tutorial despite the fact my skills are around a 3-4 and it's more for those in a 4-6 skill range. Got it working. Found out it does not work with quest, and just used the style shown at the start of the tutorial because I don't even have full body tracking. This is still an excellently presented tutorial though, and despite it's lack of use to me I still feel like I've learned something.
Thank you for the tutorials! I hope your series on making a model for VRChat is still ongoing because I am more than eager to learn, and there is a surprising lack of furry themed model making videos on RUclips. I suppose any model video would do but it's more helpful to have one themed around what I am actually trying to accomplish so thanks! I hope you continue to create :) I plan on continuing to watch!
This actually still works in 2024 which im glad about :3 also this does work on quest now but instead of the Constraints used in this video but instead use the new Vrc constraints vrchat recently added to their update...you have to have the recent sdk and maybe the new unity/ creator companion as well
I'm only starting to work in blender after working in maya for class for a couple years, these tutorials are great thank you! I remember making a digitigrade rig as my first go of it in maya and doing something similar for just animating a model, fun but it was a challenge for a second rig ever.
I just love how nice the legs deform on various furry avatars, also I love how smooth is your furry avatar movements in the video! Amazing tutorial, thank you for making this and showing how to set it up and fix any errors. 👍
It might be a lot faster and more accurate to use CopyRotation constraint on the heel to copy the thigh's rotation, and then edit the calf bone's rotation in pose mode. This way, there is no need to edit the mesh but it requires turning the pose into rest pose and applying the pose as a shapekey to the mesh's basis key.
Hint for the first bit: If you enable snapping in edit mode, you can snap onto things outside the object you're editing. Master how snapping works, and you'll be able to compare angles even faster *and* make them exact.
This video saw me through a perfect digitigrad-ization of my Jex :D Can't believe it looks so damn good! Thank you so much for this god tier guide Edit: I keep coming back to this tutorial as I try to digitigradize other avatars and it just doesn't fail me haha. Absolute godsend
I have followed 3 tutorials including this one, and had several people on Discord show me what to do and it's just not working at all for me. Can I commission someone to help me with this? I use a Hobkin Redux and it comes with the Planti bones but I can't get the constraints to work. Some people say Aim constraints on the foot, some say Rotation constraints. Some say NOT to do a parent constrain on the bone and to do a rotation constraint Nothing works.. *cry* I don't care what the cost is, can someone please try to help me?
I'm so sad x'D I spent a good chunk of time doing this only for it to look worse than my original build!! Everything was pretty easy and straight forward to follow but the animation on my legs looks broken. I do only have desktop mode, and maybe something to do with goat hooves not being traditional paws/"toes" has something to do with it but I just hated the way the bends looked! She looked broken TwT It looked more 'digi' and normal with the previous setup. Maybe next time will be better! Thanks for the tutorial anyhow~
Oh gosh Im sorry to hear that, if you want shoot me a message showing what it looks like over on twitter and I can see if I could figure out why it didn't work for you if you'd like!
I have a couple questions. If you are making new poses for these legs (idle, crouch, prone), which leg rig would you animate? Or do you animate both? Second question is that VRC is treating my toes very stretched positionally in editor/preview (and also in the jump animation) would making a toe planti bone in the model and configuring it like the rest of the leg rig fix this?
great tutorial but it must be noted that it does not work for quest at the moment, and sculpt tools might be a lot easier to use instead of proportional editing
I got this to work on my first custom avatar, but it seems that the VRC SDK builder won't allow rotation or parent constraints in Unity for uploading to Quest. I can't find anything in the VRC Avatar documents restricting the use of constraints. Is this a new restriction or did I somehow miss that detail in the Quest optimization docs?
I have a digigrade with legs that go at a literal 90 degree angle so that was a tad confusing when it comes to the parallelogram, given one point (the plantigrade foot) is literally infinitely small.
is there a way I can make the parent constraint for the toes work opposite as the footplanti? I want my characters dragon toes to curl in and they bend backwards sometimes (thank you so much for the tutorial btw) EDIT: I forgot I even made this comment but the issue I was having was that the bones werent parallel or something or something I redid the tutorial a while back and it fixed everything 👍
Sorry to be "That Guy" but do you have any idea if this will work in NeosVR as well? I'm watching it, but I haven't gotten to the Unity part yet to know if you're doing anything Unity-specific with it to get it to deform/animate correctly.
Waiting for when i can reference this once VRchat can support constraints on quest... Edit: it's happening. OH MY GOD ITS HAPPENING! OK everyone stay calm
Question! Does all of this video exist because you can't transfer an Exponential Driver Equation (var/.03)*var**2 (involving using shape keys to fix unseemly mesh/leg bending) or proper inverse kinematic constraints in the normal plantigrade bones of the model into Unity for Video game characters?
This is for VRChat specifically, which does not allow you to use custom scripts. While strictly speaking this is still IK, it's just abusing the existing humanoid IK to do what we want it to do to the legs, this does not involve adding our own IK directly. You can do custom IK things in VRChat, but the singular whitelisted component for doing that, FinalIK, is $90. Not something practical to ask for to make a $30ish on average VRChat base avatar work for someone buying a base, or just generally for making your own avatars. If we could make our own components, there's SO MUCH people could do for avatars to do this sort of thing better / easier. But security, so it's kind of understandable.
@@DragonSkyRunner Thanks for the great reply! it's a shame we can't use the Exponential Driver. But $90 for FinallK? Geeze! And I thought Jessy James was dead! That's just highway robbery!
The VRC SDK won't let me publish the avatar because it doesn't like the rotation and parent constraints. It says they will be removed by the client. Any ideas?
ive been trying by best and to do this, got everything right but since im using a canine model , the toes curl too backwards when the character lifts its leg...is there a way to fix this? is this a bone problem? the model's toe bones are usually connected which did the weird toe curl and also when i dc'd the toe bone, it somehow made the worst .
This sounds like the same issue I'm having. I have no idea whats causing this, but my models toes bend back and clip through the model when ever the legs move. I have no idea how to fix this issue TTwTT
Kaide I'm absolutely losing it at how well those leg rigs work on your avatar! I'm blown away! Thank you so much for this.
Thanks for the tutorial!
I was unhappy with how my foot was looking, especially when sitting cross legged, but I figured out something that I think worked well for me and wanted to share!
If you hit the + on the constraint for the feet, you can add the LowerLegPlanti bones to it along with the UpperLegPlanti and it will blend together a shape combining both the upper leg and the lower leg rotation, you can tweak the weights by changing the 1 value to adjust how much each joint influences it.
Before it looked really weird cross legged but I'm a lot happier with how it has turned out after doing that. I was also having some weird stretching issues between the foot and the toe, and it seems to have helped that a bit as well.
It might just be my avatar that was having issues, though! So mileage may vary!
0:00 Intro
1:42 Naming Bones
3:46 Making Bones Parallel
7:40 Weight Painting
13:00 Plantigrade Leg Rig
16:48 Export FBX
17:20 Importing Into Unity
18:00 Humanoid Rig Settings
19:54 Constraints
22:40 VRChat Import/Testing
Thanks for this! I've put it into the video so it breaks it into chapters!
@@Kaideart My pleasure! Thanks for the tutorial
Followed through the entire tutorial despite the fact my skills are around a 3-4 and it's more for those in a 4-6 skill range. Got it working. Found out it does not work with quest, and just used the style shown at the start of the tutorial because I don't even have full body tracking.
This is still an excellently presented tutorial though, and despite it's lack of use to me I still feel like I've learned something.
Thank you for the tutorials! I hope your series on making a model for VRChat is still ongoing because I am more than eager to learn, and there is a surprising lack of furry themed model making videos on RUclips. I suppose any model video would do but it's more helpful to have one themed around what I am actually trying to accomplish so thanks! I hope you continue to create :) I plan on continuing to watch!
This actually still works in 2024 which im glad about :3
also this does work on quest now but instead of the Constraints used in this video but instead use the new Vrc constraints vrchat recently added to their update...you have to have the recent sdk and maybe the new unity/ creator companion as well
TY I've been waiting for this video! your series has been fantastic so far! You're amazing ^0^
Thank you so much for this! As someone hoping to offer 3D model commissions with VRC conversion as a service, this came at a great time.
I'm only starting to work in blender after working in maya for class for a couple years, these tutorials are great thank you! I remember making a digitigrade rig as my first go of it in maya and doing something similar for just animating a model, fun but it was a challenge for a second rig ever.
I hope you can continue with the main VRC avatar tutorial!
Man I know dragon SkyRunner from chill out vr didn't know he was the one that came up with this pretty cool
I just love how nice the legs deform on various furry avatars, also I love how smooth is your furry avatar movements in the video! Amazing tutorial, thank you for making this and showing how to set it up and fix any errors. 👍
Open RUclips (mobile) and first vid on the lis is this amazingly useful tutorial.
Thanks for the tutorial!
It might be a lot faster and more accurate to use CopyRotation constraint on the heel to copy the thigh's rotation, and then edit the calf bone's rotation in pose mode. This way, there is no need to edit the mesh but it requires turning the pose into rest pose and applying the pose as a shapekey to the mesh's basis key.
Hint for the first bit: If you enable snapping in edit mode, you can snap onto things outside the object you're editing. Master how snapping works, and you'll be able to compare angles even faster *and* make them exact.
This video saw me through a perfect digitigrad-ization of my Jex :D
Can't believe it looks so damn good! Thank you so much for this god tier guide
Edit: I keep coming back to this tutorial as I try to digitigradize other avatars and it just doesn't fail me haha. Absolute godsend
This is an amazing tutorial, thank you kaide
This tutorial saved my marriage. 10/10 would Digitigrade again.
Just thank you kaide for all your hard work on these tutorials and Happy New Year ☺
Hey! That's my buddie Dragon! they're a great person, and good at what they do. Hahaha I just randomly found this video XD Small world I guess.
Thankyou so much for this tutorial! Fixed many things and learned more unity in the process.
happy new year and thanks for tutorial!
Will be putting this to the test on my, self made, custom avatar.
I absolutely needed this! Thanks Kaide!
I have followed 3 tutorials including this one, and had several people on Discord show me what to do and it's just not working at all for me. Can I commission someone to help me with this? I use a Hobkin Redux and it comes with the Planti bones but I can't get the constraints to work. Some people say Aim constraints on the foot, some say Rotation constraints. Some say NOT to do a parent constrain on the bone and to do a rotation constraint
Nothing works.. *cry* I don't care what the cost is, can someone please try to help me?
did you figurer it out yet
@@Keith-rd2uh no. But I just gave up and converted the model into a Non Digi one and had the leg bones redone
Thanks a ton for the tutorial! Very easy to follow and worked perfectly for my first avatar =D
I'm so sad x'D I spent a good chunk of time doing this only for it to look worse than my original build!! Everything was pretty easy and straight forward to follow but the animation on my legs looks broken. I do only have desktop mode, and maybe something to do with goat hooves not being traditional paws/"toes" has something to do with it but I just hated the way the bends looked! She looked broken TwT It looked more 'digi' and normal with the previous setup. Maybe next time will be better! Thanks for the tutorial anyhow~
Oh gosh Im sorry to hear that, if you want shoot me a message showing what it looks like over on twitter and I can see if I could figure out why it didn't work for you if you'd like!
@@Kaideart done
Ooooooo, this will be very useful to me and my projects in the future! Thanks for this dude!
I have a couple questions. If you are making new poses for these legs (idle, crouch, prone), which leg rig would you animate? Or do you animate both? Second question is that VRC is treating my toes very stretched positionally in editor/preview (and also in the jump animation) would making a toe planti bone in the model and configuring it like the rest of the leg rig fix this?
Excellent tutorial, fully functional.
Messed with this and it came out really well! It just doesnt do sitting as well with how it compresses, the thighs dont go up that high
Just ty for making ur tutorials
this video gets a like from me. didn't watch it but I saw nice leggys in the thumbnail and I liked them.
Finally! I can't wait to make my character :3
9:19 "it looks more scary than it actually is"
stretchy beans
currently figuring out cr chat imports and the rig is important
thank you
anyone else having a problem where the avatar just flips out in vrchat,,,,,
Very clear video! This really will help! I have a question, hiw do you do fir the four fingers?
great tutorial but it must be noted that it does not work for quest at the moment, and sculpt tools might be a lot easier to use instead of proportional editing
love this!
Excellent teach and great work! :D
Interesting way to do it
Thank you for this tutorial. Btw when does the modelling tutorial come out?
I got this to work on my first custom avatar, but it seems that the VRC SDK builder won't allow rotation or parent constraints in Unity for uploading to Quest. I can't find anything in the VRC Avatar documents restricting the use of constraints. Is this a new restriction or did I somehow miss that detail in the Quest optimization docs?
Thanks so much!!!!!
I have a digigrade with legs that go at a literal 90 degree angle so that was a tad confusing when it comes to the parallelogram, given one point (the plantigrade foot) is literally infinitely small.
I love you... metaphorically.
This is awesome! I've tried to figure it out on my own once- it was a cursed.
Mate you're fantastic thank you so much
is there a way I can make the parent constraint for the toes work opposite as the footplanti? I want my characters dragon toes to curl in and they bend backwards sometimes (thank you so much for the tutorial btw)
EDIT: I forgot I even made this comment but the issue I was having was that the bones werent parallel or something or something I redid the tutorial a while back and it fixed everything 👍
TY for this
Sorry to be "That Guy" but do you have any idea if this will work in NeosVR as well? I'm watching it, but I haven't gotten to the Unity part yet to know if you're doing anything Unity-specific with it to get it to deform/animate correctly.
Waiting for when i can reference this once VRchat can support constraints on quest...
Edit: it's happening. OH MY GOD ITS HAPPENING! OK everyone stay calm
Question! Does all of this video exist because you can't transfer an Exponential Driver Equation (var/.03)*var**2 (involving using shape keys to fix unseemly mesh/leg bending) or proper inverse kinematic constraints in the normal plantigrade bones of the model into Unity for Video game characters?
This is for VRChat specifically, which does not allow you to use custom scripts. While strictly speaking this is still IK, it's just abusing the existing humanoid IK to do what we want it to do to the legs, this does not involve adding our own IK directly. You can do custom IK things in VRChat, but the singular whitelisted component for doing that, FinalIK, is $90. Not something practical to ask for to make a $30ish on average VRChat base avatar work for someone buying a base, or just generally for making your own avatars.
If we could make our own components, there's SO MUCH people could do for avatars to do this sort of thing better / easier. But security, so it's kind of understandable.
@@DragonSkyRunner Thanks for the great reply! it's a shame we can't use the Exponential Driver.
But $90 for FinallK? Geeze! And I thought Jessy James was dead! That's just highway robbery!
6:40 i may be dumb but couldnt you just copy the thigh to reuse as the foot to do that?
how do i rig my mech if it does not have hands or fingers?
The VRC SDK won't let me publish the avatar because it doesn't like the rotation and parent constraints. It says they will be removed by the client. Any ideas?
I was wondering how to make that work
For some reason It didn't work for me, avatar looks like it's floating instead of walking. Don't know what I'm doing wrong!
ive been trying by best and to do this, got everything right but since im using a canine model , the toes curl too backwards when the character lifts its leg...is there a way to fix this? is this a bone problem? the model's toe bones are usually connected which did the weird toe curl and also when i dc'd the toe bone, it somehow made the worst .
This sounds like the same issue I'm having. I have no idea whats causing this, but my models toes bend back and clip through the model when ever the legs move. I have no idea how to fix this issue TTwTT
Random question I noticed my avatars legs twist inwards at the ankles. Would doing this method also fix that?
Why are my feet clipping into the ground?
It's going to fast and it's not explaining enough I'm so confused
Kaide, you're beautiful :p
can these legs be on quest?
Unfortunately not at the moment, I do believe VRC is working on its own internal constraints so when that releases it may be possible!
Guys I need help my legs are like floating behind her now like a ghost?? :''')
it's digitigrade, digiTIgrade. TI TI TI!
as in digit-i-gradus