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Tutorial:Fixing Broken Rigs
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It is typically better to rename the bones in Blender and reimport as an incorrect rig can break other aspects of avatar setup.
This method is useful if you are more comfortable working with game editing, want to help someone without access to the tools or simply enjoy the challenge/exploring how things work.
This tutorial focuses on fixing broken imports caused by incorrect naming of bones. It uses ProtoFlux, requires knowledge of inspectors as well as some of the more advanced features of these tools.
VRIK/Main skeleton
If an avatar is imported without following the naming scheme set out in Humanoid rig requirements for IK#Bone Requirements the rig detection can break and cause a number of problems. To correct this, changes need to be made to Component:VRIK. Until recently these have been unfixable without mods, but thanks to Collections an attempt can be made to repair these problems fully in game.
Be aware that this is still a tricky fix and is far from guaranteed.
The example below had the common problem of the hip bone being named 'hip' instead of 'hips'(plural), this caused a series of problems.
Prep
Checking everything is set up correctlyAvatar must be unequipped
Set IKPositionWeight to 0
This causes the avatar to T or A pose.
Spawn out/make the required flux
<link to Electra's public folder>
Drag the default weights arrays into the flux
Check
Find one correctly identified bone to and do basic checks.
Fix:
Identify mistakes/missing bones
This can be the hardest part.
Clear the slot you wish to fix.
Drag the bone reference to both new IK slot and to flux.
Select correct slot to match slot.
Press button to copy defaults over.
Save:
Fixed rig
Save the avatar to your inventory and respawn a new copy.
This will reinitalize the VRIK component with the new values.
Check everything works as expected.
If there are any problems, delete the respawned and saved avatar and continue editing the original.