Common Avatar Issues

From Resonite Wiki
Revision as of 23:24, 29 April 2024 by LuxKitty (talk | contribs) (Minor addition to arm length issue.)

This article or section is a Stub. You can help the Resonite Wiki by expanding it.


This page contains a list of various common issues you may encounter when setting up a new avatar from scratch. Many of these may change with the eventual new IK update.


Chest Bone Detected Wrong

Sometimes when importing a new avatar it may look as if the avatar's spine is compressed downwards, upwards, or in some way that doesn't seem right. One common reason for this is that the avatar creator may be detecting the Chest bone incorrectly. This can happen if another bone in the hierarchy contains the word Chest and may have been detected first. (A very common cause is an avatar that has a Chest Fluff bone).

One way to detect that this is the case is by inspecting the root of the avatar and going to the VRIK Component, and looking at which bone was assigned to the Chest. If this looks wrong, you will have to rename the bone listed to include the tag <NoIK> anywhere in the bone name as described here, then reimport the avatar again.


Avatar Arms Don't Match Real Arm Length

Sometimes your avatar's arms may be significantly shorter than your real life arm length, making it hard to reach for and grab objects. There are a few solutions to this, depending on what suits your overall needs some may not be applicable:

  • Edit the model externally to change the arm length
    • This requires 3D modeling knowledge, however it is the more precise option to fixing this
  • Modify the ArmLengthMlp property in the VRIK component
    • This allows you to stretch the arms to lengthen them, however changing this value too much may look unnatural
  • Move the [Component:Grabber Grab Area Anchor Slot] onto your [Avatar Creation#Adjusting Proxies hand proxy slots]
    • This has the side effect of allowing you to grab things disconnected from your avatar's hands, however it will let you always grab exactly where you expect

Avatar Hips Inverted/Twisted

After importing, sometimes an avatar's hip bone may look to be facing the wrong way even if it looks fine in an external application. There are a few possible reasons for this:

  • Inconsistent bone roll - Every bone has a property called "bone roll" which controls its twist angle about its major axis. If this is too high, or at a weird angle, the hip bone could possibly end up rotated wrong and affect other bones.
  • Spine bone exactly above the hips, or equal to the hip location - This might cause a weird discontinuity in the IK calculation if the bones are exactly aligned for some reason.
    • In this case you can move one of the bones very slightly offset forward/backward of the other bone and it should fix the issue


Avatar Imports Tiny

When importing an avatar, it might end up much smaller than you expect it to import. This is normally fine and setting up the avatar in the regular prescribed workflow should work fine. When you equip the avatar, you should be able to press Reset Scale in your radial menu to change its scale 1:1 with your real world height. If you want to change the default scale of the avatar, you can add the DefaultUserScale component anywhere to your avatar, then re-equip it and press the Reset Scale button to fix your scale.


Avatar On Tiptoes