SDK gives illadvised errors regarding humanoid rig
tracked
°sky
The SDK occasionally gives errors advising the user that they do not have humanoid bones mapped, when in fact they are mapped in the humanoid bone selection menu.
The fix should be to check the humanoid, and not the hierarchy.
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SenkyDragon
Unity's rig definition is based on string paths to bones, not object references. I frequently see trashed projects where the fbx prefab has been unpacked, and then users make changes to the bone/armature names in blender. Since the unity instance has been unpacked, you don't get the hierarchy changes, but you /do/ get the updated rig definition, so the string paths unity is looking for no longer exist.
It's usually not an issue with the vrcsdk or with unity, it's just that the model has been destroyed. If your avatar is unpacked, don't do that and start over from the fbx. If you've renamed any objects that are part of the rig layout, don't do that. If you've received such a project from a third-party, let them know not to do that.
°sky
SenkyDragon I dont unpack avatars, nor change rigs when overwriting the FBX file. In this instance it occurred on a mesh that had never been overwritten
StormRel
tracked
°sky
Appears this happens if the armature is called something like "Armature.002". Not sure why or how, but it sure as hell isn't listening to the armature for the bones.