That’s for SDK2.0 tho, with 3.0 Generic Avatars are a lot more usable. The issue with going a generic avatar route is that it’s entirely powered by animations attached to the avatar controller, so you would need to make animations for moving in each direction, an idle animation, turret swiveling animations, etc. You could use a humanoid rig just to track yourself, weight bones onto the parts you want to move, then use rotation constraints on say, the hand for the turret gimbals, the head tracker to the sensors up top, the center mass to the chest, and then the hip bone for the legs. For moving the treads, provided the treads are rigged, you could make a walking animation of the treads moving. Also note that anything not weighted to the head or its children will still be visible and clip through your face, and that IK will override constraints placed on any of the IK driven bones (from my experience). Constraints can go a bit wonky when locking on one axis, so it’s just a matter of messing with them until they work. You could constrain the rotation of the guns to the wrists and the chest, well, to the chest on their appropriate axes. The locked axes are those that will move with the assigned humanoid bone, while the unlocked axes will hold the original rotation of the bone. Pic related is an example where I used the constraints to move a head along Unity’s y-axis only. Then, use rotation constraints on the weighted generic bones to move as desired. Assuming the model already has a functioning generic rig, create a weightless humanoid shaped rig inside of the model. I would probably make something like this using constraints. In order to get any avatar to work with VRChat IK, it must be a humanoid rig. I’m going guess that only head, side turrets, chest and treads are moving parts.
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