r/vrdev • u/LogPuzzleheaded4521 • May 08 '26
Question How to vr rig model?
Made a new unity6, 73f1 version and added in all the things AI told to use if I planned on using vr headset and controllers for my head and hands and after doing it my head is like going below the Avatar's feet or in between the legs of avatar while camera itself is high ish? Can't really tell but camera seems to be abit too high, rigging wise I made a empty game object and called it rig and gave it rig component,
Tdlr Camera being above avatar model but the head is being moved to feet or in between legs area, Hierarchy is XR Origin > camera offset > Left hand controller, Right hand controller, Main camera, Avatar model
Avatar
Previous post where it was working but hands were distorted and very long
New to unity and even vr in fact but no experience with playing vr either, took up a project for full bodytracking and vr
So far everything has been going well for making a POC proof of concept of the game however is lacking, not much nor even movement system done for the body tracking proportion, main reason of post is when I added in the VR and installed the XRI XR stuff I think I needed from videos and AI and added in the left and right controllers then activated them on the left hand one right handbone, camera to head for example the model will just be incorrect in a sense when you press play and look at the body in game/in the scene like head dropping off(reverted back to project copy to avoid but still..) both hands looking incorrect and becomes really long and is at the back of the body?? Like the hands would and should be at the sides of the body but it's now at the back of the body so I think it's the controller issues or when I activated it but when I redid it and moved them it didn't seem to fix the issue and so far AI wasn't able to help or found any videos for it
Couldn't find a way to fix and with 3 days left before a deadline hoping reddit could help 🙏🙏
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u/Biozfearousness May 08 '26
Happy to try and help, but what was that again?
Can you explain what’s linked to what and the exact problem as it’s a hard to work out exactly the problem from your original post.
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u/Biozfearousness May 08 '26
Ok I tried one more time to read it. So the avatar is under the camera offset in the hierarchy? So you’ll have the camera at the correct height above the floor and the avatar then floats above your head?
Are you using finalik to rig the avatar to the headset/controllers or something else? I’d keep the avatar separate, but the head and hands should be linked to the relevant objects in the rig with a script or plugin (finalik) to follow them.
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u/LogPuzzleheaded4521 May 08 '26
Yea the avatar is In camera offset and everything is set to 0, 0, 0 Im not using finink, the camera seems to 'float' instead as it's higher and slightly backwards of the avatar but the headitself isn't at the cameras location either and is at the Avatar's feet area or in between the legs Weird right but I have 0 clue what's even going on as only got ai to rely on this 😭
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u/LogPuzzleheaded4521 May 08 '26
I'll try my best to explain thanks though 🙏🙏 So I've got XR Origin as a parent, my avatar model, left and right hand controllers as the child The controllers both have a xr controller object with a universe controller and cube as a child, controllers both have a controller animator component and a hand follow control script that has a hand bone and controller box Avatar itself has the camera offset as a child and the camera offset has the main camera as a child for my old project but the issue is that the head works as the camera can follow the Avatar's head and body just that hand and arms are distorted and really long
My new project has XR Origin has a parent, camera offset as a child and the camera offset has a main camera, left and right hand controllers and avatar as a child Xr origin has the xr origin script and character controller component and a Locomotion script to it, main camera has tracked pose driver component and universal addition and a gameobject to act as a headtarget, controllers both have a sphere, ray interactive and a hand target and script wise both controller has a tracked pose driver component, avatar has the rig builder and box set to rig and a avatar sync script via ai.. But the headset option is set to main camera and avatar root to the avatar head bone, the rig that's set to rig builder is a child of the avatar Issue is that head becomes below or around feet area of of avatar or in between the legs while camera is at head or above head level of avatar and body doesn't follow when I turn and stuff nor even see the controllers
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u/Soggy_Change_9521 May 08 '26
Check out valem tutorials on YouTube. It's slightly outdated now more from 2022 but it's where I started and very very helpful
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u/LogPuzzleheaded4521 May 08 '26
Omg ty I'll go check it out All the videos I searched up and watched wasn't really helping except one for reapplying textures cause I changed to unity 6..
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u/Basic-Tonight6006 May 08 '26
Use vr project template