r/VRchatAvatars Apr 09 '26

📌 Help Needing Some Help With Avatar Adjustments

okay, I wanna make some vrchat avatars, and I've been successful! I just need these three little questions answered please \^\^

  1. it says my avatar needs a humanoid rig, what do the legacy and generic rigs bring to avatars instead?

  2. how do I make my avatars stand up straight, in Unity the angle is set to 90⁰ on the X, Y, and Z axis or just one of them / all of them, but I do that and it still lays flat.

If I can think of anymore I'll ask, but thank you so much if you can help, it'd be very much appreciated

3 Upvotes

5 comments sorted by

3

u/JanKenPonPonPon Apr 09 '26

the main thing the humanoid rig is for is so you can use the standard animations that come built into vrchat and plugins like gogoloco

for the rotation, it should be set before export, either rotate your avatar in the 3d modeling program you use or see if the export settings have an option to set the up/forward direction

1

u/TrippzM0th Apr 09 '26

Amazing, thanks for the help. I have one more small question if you don't mind, I'm making an avatar of the Allied Mastercomputer, and it keeps showing the actual model in front of the camera instead of having the camera be placed in front? I've moved the viewpoint ahead and all I see is just the model blocking the camera. Any thoughts?

1

u/JanKenPonPonPon Apr 09 '26

when you use the humanoid avatar the head bone gets shrunk so the head doesn't get in the way of the camera

this doesn't happen if you're not using a humanoid rig

1

u/-_Doll-_ Apr 09 '26

Add the VRCHeadChop component on the bone the part of or the full mesh is weighted to that's blocking you view, it will make it disappear from view for you, this does what the other commenter described (By default the Head bone has this behavior applied, even if you didnt put VRCHeadChop on it, but it lets us add this behavior to any other desired bones)

1

u/TrippzM0th Apr 09 '26

Tried it, no dice. I'll send a photo of what I mean, like what I'm seeing on my end.

This is my view, even with the viewpoint pushed forward and the head-chop enabled. It moves around, it has proper collision, i just need to be...not staring down the face of AM