#avatar-quest
1 messages · Page 19 of 1
no, the message was deleted, I responded to the same person as Fuujin
#avatar-help message can anyone help with this???
Several months ago this started, I spent a month learning Blender. Modeling from scratch. Created my own head base and events bought a body because I wanted it to match the body of a free avi I got... Weeks of unity goes by with me not doing anything... 4 days of Tutorials, 5 breakdowns and finally I GOT IT IN THE GAME WORKING.
I wanted to make an avatar designed to look good on quest since that's how I play... Finally my work payed off. This is how they look on both PC and Quest.
Testing out the Toon 2-band shader—even after fixing the mesh normals, the shadows still look weird most of the time. Is that just how the toon shader works? Sorry, this is my first time creating an avatar.
in another world
this is using flat shader
Don't think I've ever seen this issue on quest shaders before, though I don't have enough experience to definitely say
Its the new beta toon shader for quest. I dont think is the shader problem, i think thats just how toon shaders work?
oh no wonder
It looks ok for certain angle, it really depends the word lighting.
might be worth reporting on the canny
you'll get scammers here - go to the VRC Traders discord, link is in #1204490664637890580
beware of scammers DMing you very soon 🙂
looks amazing! i hate that you’re not getting enough recognition for this, amazing job!!! ❤️🔥👏🏻
my quest avatars would honestly be good or above performance, if the triangle limit didn’t exist…
i like having outfit toggles
Thank you 😭
okay...?
i didn’t mean to ping you for that 💦
'sokay, I'm here 🙂
So like- one of my avatars is completely broken, but only on Quest. It’s a Vaas Montenegro avatar by SlimJim9000. It’s fully blacked out, but on PC he looks normal. I don’t have a pc, but my friend does
this is likely because of a loophole that vrchat fixed that previously allowed unsupported shaders to be uploaded to quest.
I wish that I knew how to get ahold of the creator to see if there’s a way he could fix it. I used it for roleplay a lot
Is there any reason an avatar would be unavailable to build as fallback even when every metric is Excellent?
Switching build platforms doesn't seem to fix it. Windows says to switch to Android, both Android and iOS say it's unavailable. Restarting the editor doesn't seem to have any effect either.
Found the fix. Disabling other avatars in the inspector makes the button visible.
Why can't I use the expression wheel in PCvr, is it some sort of setting? I can bring up the wheel but when I flick towards expressions, it doesn't open up
Please @ me
Why're you spamming this everywhere, you dont even acknowledge/respond to people asking questions or giving suggestions
Because I need help. No one is helping me. I've been at this for hours
Nobody can help if you wont explain the issue any clearer/answer their questions nor will people respond if you're spamming the same thing across multiple channels and breaking the #rules
like someone asked if it was happening on one model or multiple models, or you were also asked if you tried to press trigger when selecting things in the expression menu (since you may have turned off flick selecting)
tips to avoid this?
also could 2k textures be able to be used on quest if it fits the overall size limit
sure?
- change your interpolation settings
- make use of detail maps + tiling and alternate UV channels
- pack your UVs well
Cuz it's only due to the format for the quest override being anything other than 4x4
Hey. Is there any quest-compatible shaders somewhere that resemble glass closely enough that I can download and use in Unity?
quest doesnt support custom shaders iirc + you shouldnt multipost :P
Assuming you mean for a World then
https://s-ilent.booth.pm/items/2336731
Most glass shaders will be using grabpasses, which don't work on Quest, this one isn't.
yeah absolutely use this if you mean for a world, it works well
I'm trying to upload an avatar for quest but I'm getting the error Avatar validation failed. I'm not sure what's causing it. I used VRCQuestTools to convert it if that matters
post the first 2-3 errors from the console. errors are red.
there's nothing above those? hmm
oh - so yeah you're doing a Quest avatar but you can't use Unity constraints, you have to use VRC constraints.
you should be able to convert them in the "three dots" menu on the components themselves
aha, or read the message - it says to click auto fix 🙂
Well the SDK panel should give me the option to just click auto fix, but it's not there
I guess you can do it manually then
Thing is I checked every single contraint in the quest avi's hierarchy, and they all had the VRC Constraint component on them already
I checked that one as well, still same error. Even after deleting all the extra prefabs from the quest avi that would contain constraints, I'm still getting the same error
without seeing your project there's really nothing more I can tell you
Anyone know how to solve this?
is there a way to cutout eye specular stuff on quest avatars?? with the vrc mobile shaders
because everytime i delete the eye specular mesh in blender and try to upate it. it breaks
figured it out i used the alpha blend texture
The alpha blend shader is for Quest worlds, it is not allowed on Quest avatars.
post the first 2-3 errors, this one by itself just says "something broke"
did a dif one and realized
I figured it out. I had an asset on the PC version of the avatar that would apply upon upload, but I forgot to set it up the same for the quest version
ah, yep
Hi
heyo
Hello! does anyone how to a seperate toggles for quest? that it doesn't change into other clothes in the PC version?
Like, its only stuck in its default settings, and that its- even the PC version changes clothes!
just use a separate fx layer?
Oh! I didn't thought of that, I'll try it later. Thank you 
The VRCSDK just allowed me to upload an avatar to android that is definitely NOTTT optimized. I have like 20 physbones out of the 9 allotted, and it uploaded just fine. What's happening? 
*8 allowed
and it would upload yes, but it will delete all physbones
if phsybones are still present in game, it could be a bug and you should report it
8, my bad! Good to know. I'll probably test it out in game and see if they've been removed or not. I've never had this issue. I just wanted to check the upload size to see how much optimizing I needed to do. I didn't expect it to upload
yeah, that's what it does. It says so in the sdk panel "you have too many components, we will delete everything"
Ahhh okok, thank you
Will there be any sound avatars for quest in the future?
Unlikely to ever occur because it's expensive on the mobile CPU
Not in the slightest
i wish they stopped me from uploading if i had more than 8 physbone not deleting it.. so annoying
i mean they do give you a warning in the SDK upload panel if its over the permitted limit
why would they stop you?
it’s not as if physbones will break the avatar’s performance as much as something like read/write disabled. (which does stop you)
but they do tell you about it in the sdk errors
Bc i missed the error and spent a lot of time finding the reason why my avatar was acting weird
always read your sdk errors carefully 😊
(because you really shouldn’t have any, they are errors for a reason)
How do i fix the "Avatar uses unsupported shaders 'Hidden/lilToonFurTwoPass'?. Im trying to upload an avatar with new clothes and hair but idk how to fix the errors
swap out that shader with one that's supported. This is usually covered in any "convert your avatar to quest" tutorial.
Or use a tool like vrc quest tools, which should handle this for you
im not sure which shaders are supported. How do i find out
it's in the docs, of course!
https://creators.vrchat.com/platforms/android/quest-content-limitations
This page will describe various limits in place for the Oculus Quest version of VRChat. These limitations are in place in the interest of performance, user safety, and discouraging malicious behavior.
i think im slow bcs i cant find where to download them...
you don't download them, they're included in the VRChat SDK
The LilToon doesn’t work or smt on my avatar. I’m using the Mamehinata booth model
That's correct, it's not a supported shader
Idk which one is supported for that model and quest
the ones in that doc I just linked ^
most likely in this case you just want to use the newly-released Toon Standard in the VRChat folder
might be a stupid question, but i gotta make sure, the outlines on the new shader are removed opon uploading to quest. but disabling backface culling is functional on quest, right?
Patchnotes say outlines is replaced with normal shader Toon standard in game, nothing is said about backface culling but yeah, should be.
Yeah outlines are not coming to quest as that effectively doubles your vertice count
you can easily make an outline in blender if you really want one
if you want to comission go to VRC Traders #1204490664637890580 , and beware of scammy dms you may get.
And when it comes to creators it all depends on personal taste
@delicate quail Thank you! I just joined the server. Do you want me to delete the post?
that's your choice, i'm just warning
@delicate quail yeah, I've already gotten a few. I appreciate it
wow that was fast
yip
matcaps are a fake it option
There is a post about this, you can upvote it here https://feedback.vrchat.com/sdk-bug-reports/p/sdk-allows-quest-uploads-over-the-physbone-limit
https://feedback.vrchat.com/sdk-bug-reports/p/physbone-component-error-on-android-build-target-validations-not-appearing
This post I made earlier is reporting this same issue
how do i see people worn my avatar
im trying to restate this uh
like how do i see my avatar that was favorited by other people
you can see some stats on the website
like how
ah, not that I guess
i just wanna see how many people that has my avatar and who favorited it because i sssee bunch of people that worn my avatar without my permission
is it a public?
yes public avatar in my private world
then you have given permission
dang it
public means public
i wish we could see
just out of curiousity
i want to know how many people are wearing/favoriting my avatars, just like i can see with worlds
yeah that seems a really useful thing to know
I know it doesn't mean a whole lot but if you make or find a canny, I'll +1 it.
i hate it when people has my avatar
then don't make it public?
but my two friends need the avatars tho
give them a package they can upload
alright
you don't really have another option
i found this post already made a while ago
gosh it's old though
from 2021
yeah I'm pretty convinced anything that old will be just ignored
I also created this post recently, not sure if they'd add it but it would be nice
could be used for things like pixel patterns, or masking emissions in areas using the detail map
It would be better for Unity (VRChat) if, when you upload your avatar and it appears in the Content Manager, you could simply drag and drop it from there into the scene. just like uploading a fbx avatar
surely it's already in the scene if you uploaded it though?
i did but i deleted the other avatars
that's a strange thing to do
is there anyone that can upload my custom Mamehinata for me? it doesnt work when i do it and idk how
account and file sharing is frowned upon. Feel free to describe where you're stuck though, perhaps people in here can help
how do i fix this?
oh boy that's very bad for a quest avatar
i know..
you have way too much of everything, how many outfits does that have?
im trynna put new hair and clothes on Mamehinata and idk what to do
physbones are an obvious issue. If you wanna keep some physics, you'll need to limit them by a lot
i have no idea about anything like that, its my first time customizing a model
I see
this isn't just a case of uploading. It's a case of making it be quest compatible, which barely anyone is gonna do for free
what method did you use to attach the clothes and hair?
and how many different hairs and outfits do you have? because you should consider making it be multiple avatars
with the hair, i just deleted the original and put in the hair into the avatar. and i used modalus avatar tool thing for the outfit
everything in unity?
besides the phsybones are you getting any other errors when trying to upload?
did you remove the physbones of the original hair? that could be increasing your physbone component and transform count
Another thing to know, is your project build mode in android? If not, you won't be able to use the avatar on quest as it will be uploading to PC only.
does anyone know why i would be getting an error for the unsupported shader standard after applying any sort of rig in unity?
im trying to make a quest avatar but thats holding me back
ive changed every material i need to on my avatar and yet it still gives me this error its super annoying
and another thing, i can't get it to move in-game. its just stuck in t-pose
try saving and reopening your project to see if the unsupported shader warning is just unity bugging, if it isnt then there has to be a small part of the mesh somewhere that doesnt have a proper material (click through all the meshes on the body and open the material dropdowns to find it)
the stuck in t-pose sounds like its not set to humanoid, click the .FBX and check that it isnt set as generic
i think my main issue is that the rest pose has the arms in t-pose while the legs are in a-pose. think of like a star formation.
and it probably also doesnt help that it only has 3 fingers per hand
ive given up on it for now though
i dont know how people manage to make avatars like that
I think even if you have less limbs you still need to have the normal amount of bones in the armature even if you can’t see them. Like if you were making an avatar with no legs, you would still need to have leg bones to make the avatar work I think
Unless you make your own custom animations
exactly
and it's way easier to rig the full base humanoid skeleton than do a full custom locomotion controller
yep
Can someone pls make more Teen Titans Ravens and a Good MK1 Ghostface plsss!!!
Hi
make a new material and drag it into the slot in the particle system
do you might know how to make a A pose model go in T pose
Please don't ping me specifically for new questions you can ask the channel
ig
Where can I buy vrchat avatars ?
gumroad, booth, jinxxy
many creators have avatar servers as well and you can browse their market channels
I would like to know if there is any plan for the toon standard (outline) shader to be updated and available fully for quest avatars
And lightmapped
And particle alpha blend
That's too heavy for Quests, so most likely not.
For outline, maybe
I'd ague that lightmapped and alpha blend could be ported over with tweaking
They already have particle additive and multiply as options and lightmapped looks like it could be done since it doesn't seem to adapt with standard lighting
lightmapped is only useful for worlds it has no use for avatars
Maybe for the prefabbed human and furry avatars since they tend to be the ones that need to their models react to light. But I've been wanting to use lightmapped in certain circumstances where stuff like outlines aren't possible or avatar props that are meant to not adapt to lighting. I just find it weird and nonsensical that shades under the mobile category are just not avaliable
the standard light Shader has in the emissive map for making unlit materials
So I've been having this issue with some of my Avis where when I try and upload a quest version it will upload from the SDK but on the website it will say "security checks Failed." So I'm trying to figure out possible issues with this. Cause I have my main avi that as a lot of stuff on it I could make a quest version just fine (removed some meshes obviously to do so.) meanwhile I try and upload an avi that is a simple avi with maybe one outfit and it fails the checks. Any idea what's up with that? Like what do I need to check still? I even make sure that texture size it under 150.
are there any errors in the console?
Check for broken scripts in your project
That issue happened to me where every avatar I uploaded failed security checks (even very simple avatars like the default cube), it was because I had a broken script in my project assets
I have been toying with this for a WHILE now, where on earth is this extra 20MB coming from????
My icons are all 128, and it’s quest.. so no audio clips.
I know that the evaluator I’m using isn’t 100% accurate to the uncompressed size, but being this far off doesn’t seem right.
Any suggestions?
blendshapes?
Blendshape optimizer and AAO trace and optimize should be baking all unanimated blendshapes, but I’ll look into it.
For some reason, a texture that is set to 1024 android override and default is being called as 4098 when in play mode.
OMG I AM A DUMMY
I have a texture swap… and i didn’t adjust that texture qwq
If you wanna catch those in the future then the WorldToolkit (works on avis too) can give you a list of everything included in the asset bundle after you've attempted to upload (or build and test) once.
I found it with the thry in play mode, but I’ll give that a shot too!! Thanks
don't ask for DMs here, you'll get scammers. for commissions go to VRC Traders #1204490664637890580
Oh ok
Yeah do you have a preference for that
Perhaps try jinxxy unless you got a desired one you wanna get or you got an idea in you
How would I go about getting to be able to hear the custom sound effects that come with avatars I'm on quest 3 and a laptop but the laptop sucks trying to run vrchat
mobile and iOs dont have access to audio sources on models, only PC does iirc
Is it possible to do like a moving watery shader on quest somehow?
Worlds can use custom shaders on Mobile platforms, avatars cannot
if the new Toon Standard shader has panning, you could probably pull that effect
I just wanna get this looking a bit more lively and less static.
notably, a lot of water-like effects want to use a grab pass
a grab pass captures the screen and puts it into a texture
I'm pretty sure you can't use that on Quest
however, I don't think you need to capture the scene for a portal like that
You can use grabpass, but it makes the quest basically have negative framerates
ah, okay, i was looking at older messages that said "no"
I guess it's "effectively no"
you'd just need a distortion effect on top of a water texture
and a P90 😉
Just don't try to push a mobile GPU to do high-end Desktop GPU stuff
we still aren't there
No
not perfect bc i just threw this together with default unity stuff in like 5 mins but this is with the new quest shader
it's pretty much just a normal map with animated offset and high specular
here's all the settings, everything else is default
and here's my normal map and shadow ramp if you want them
this is literally just a squished unity sphere, but i'm sure you can make better UVs than that yourself
all the effect really requires is that your UVs are square and line up with the edges of the UV map (so that it tiles properly), the default UV sphere should be fine, you can use its UVs and just flatten it and remove any extra edge loops
How do i use these?
same way they're used in the settings i showed you in the screenshots above
How do i get them in the box that says normal map?
and then i just animated the Y offset between 0-1 over a period of time (you can make this whatever length you want but it's 3 seconds in the clip) and set the interpolation to linear so it loops correctly
click on the white dot and then select the normal map
again this is just like any other texture in any other shader
I've never used normal maps before....
that or just drag it into the slot
it's the same as any other texture...
just copy what i have in the screenshots
then you can mess around with it until it looks like how you want
It's not letting me
from your unity assets or from your file explorer?
unity assets.
how do i import from file explorer?
drag it into your assets?
this should be exactly like adding any other texture to your material
ohh it needs to be a png
discord reformats them as webp
idk how to send them as png
hold on
gonna try uploading from mobile and downloading from google drive.
Is there a way to make sure it's always moving whenever it's turned on, or would i need to somehow tac that on to the end of an already existing animation?
you can animate it in its own layer
make an animation. press the record button. set the value on the y axis to a non-zero value, then back to 0. go to the last frame you want (this will be the duration of the loop) set the value to 1. Press ctrl+a to select all frames, then right click on one and select "both tangents" > "linear"
Which y axis?
I'm doing that but nothing is popping up in the animator
nevermind. I got it
How do i get it to radiate from the center rathr than coming from the side?
And how do i get it to always be playing?
it should always be playing
like i said before, this has to do with your UVs
^
^
for some reason whenever I try and set up quest for my unity it gives me this error and I dont know how to fix it
I am trying to upload an avi and its giving me this
yes yes vrchat down for 5 hours
Any1 got a good 2003 grievous
hey guys, when i upload my android avi it fails secruity checks on the windows one. i have had this issue for multiple avis now
unity doesnt give me any issue themselves. its only for the game/website
are you using the multi-platform upload option? its pretty hard to actually break the PC limits so it might just be bugging if you are and need it to be seperately uploaded
i just switch from pc to android and have the avis seperated
for the avi i work on rn i apperently fixed by removing gesture manager as a whole, it said it was missing something for some reason. i have it as a repository, so i have no idea why it broke it
Anyone else struggling to upload quest versions? When I switch to quest the thing is just frozen and when I can upload it always fails
I'm trying right now to make a Vroid Model quest compatible in Blender.
Sadly the downside of Vroid is, that it uses Transparent Meshes for Eyelashes and Eyebrows...
On PC, I just use a transparent shader on the materials and I am good to go, but Android/ IOS Avatars doesn't support transparent / cutout material Shader.
Image 1 = After I cutout the transparent meshes around the eyelash.
Image 2 = I press "Propagate to Shape" but it wont move with the Eyelid and would look bad.
Image 3 = I would play a Shapekey without "propagate to mesh" and the eyelash mesh starts to freak out.
How can I cut out the transparent parts of the eyelash and eyebrow mesh and keep it in place if a Shapekey is played without freaking out polygons and without a static eyelash that wont move with the eyelid?
tbh I just put eyelashes directly on the skin texture
That would need drawing skills that I don't have. Especially with those clumsy BLender Painting tools.
I guess the next best thing I can do delete the transparent polygons as close as possible and put the same skin color like the face as background for those polygons that I can not delete, because they touch the Eyebrow/eyelash texture.
But that's only my plan B if there is really no option in Blender to cutout the eyelashes with the knife tool without loosing the shapekey or making it glitch out.
does anyone know how to fix this shading issue? Whenever i put vrchat > mobile > Standard lite
it becomes this, although without the shaders of vrc it normal...
what about it needs fixing?
the shading? It doesn't look normal
it's not the best angle but it doesn't look that weird to me, I guess.
?
Maybe go into blender, go to edit mode, select the parts that don’t look right, then go to mesh, normals, set from faces
its vertex colors
this is not possible.
if mesh altered, must again shapekey.
this is because shapekey use vertex position.
Why do some of my toggles not show up for others but show up for me?
maybe they aren't marked "Synced" in the avatar parameters list?
They indeed are
are you and the others both using quest?
Yes
start by showing us your build stats
No idea what that is...
Can I dm you?
no
Okay then.
When you go click on "build and publish", it's the list of problems just above it
show us that list
It published fine...
Its just when I click to change into the avatar, it says security check failed
Yes, that happens.
-# lurk
?
And it just gives me the robot
yes
So how do I fix it?
I asked for more information, can't help without that.
When you go click on "build and publish", it's the list of problems just above it
is there a part of this that's not clear? I'm happy to elaborate.
Nope, like I said, it publishes fine...
Sure thing one second...
You mean like the review alerts?
Yes.
yeah... I'm not surprised the in-game checker rejects that
there's no real "smoking gun" but it's overall very very poor, it seems sometimes those get flagged
How can I fix that?
optimization
kazin, I've uploaded worsely optimised avatars then that. giving this dude the wrong information isnt going to help him lol
I said "sometimes" not "all the time"
I don't actually know what the criteria is and neither do you
But if you know exactly what's causing it, please share with the class.
apologies, I stumbled over that
even then tho, i see a TON of avatars way worsely optimised then that and theyre completely fine
the only time I've had error bots has been when it's failed to load
Yep, same - but they've updated their server-side checker more recently too
it seems more things get flagged than used to
switching in and out of it, or re-uploadimg i think
then again the only times I've experienced it recently, jusr switching out of the avatar fixed it 🤷♂️
oh, I also missed the part where it is the security check. probably is the polygons. apologies AGAIN it is 2am.. sigh
I just want someone to call and screenshare... Im a visual learner...
I think the only time that ive personally experienced a failed security check was when I had my mesh set on calculate or something
Once someone teaches me, I wont need help again.
thing is tho we dont really know lol
best bet is putting it in blender and decimating it
to lower the poly count
Ive never used Blender...
or just optimise it in general,
have fun learning or spend money on unity tools
same
ive used it and its super wonky...
I like the control blender gives me
honestly following a tutorial on optimising a avatar shouldn't be hard. worse case you can TRY to optimise what you can in unity
i know it seems daunting but if you're working on avatars it's honestly a great skill.
or you could pay someone to do it, but don't ask here
scammers and stuff
id also help you over VC, but like I said it is 2am and im going out of state tomorrow sob
im trying to upload an avatar for quest but i get this error
You need an actual android device plugged in to do "build and test" - perhaps you meant to click "build and publish" instead
You may be right
Lol what
You can't just build an android build ?
?
For example I want to build an android build and then put it in the asset bundle website to analyse it
Can't do that without an android device plugged ? xd
I don't know, but the build and test button requires the device to test
wow that new multi platform build override thing doesnt work at all
told it to upload the quest and pc versions of my avatar and it tried to upload an avatar that wasnt even enabled in the scene
Is there a way to make Quest compatible ESP?
Not really no
When my head gets too close to someone else’s avatar, it disappears, how can I change that ?
Go to menu(press ESC) > settings > confort and safety > disable personal space.
It should solve your problem
If that doesnt it might be a bound box problem in Unity.
Pretty sure there is tools to automatically do it
It worked thanks
You welcome
ok so im not sure how to fix this. my rex model has an eye lens and it breaks when i change it to Toon Lit. how do I fix this.
🤧 would anyone know how to make a gif reset before and after an animation plays? I want my toggle to play the gif while audio plays but it desyncs since the gif is always playing
That requires transparency and there should be a Quest version of that avatar somewhere that you should use instead, but ignoring that, swap over to VRChat/Mobile/Particle/Additive
It is very cheap and basic transparency, but you shouldn't need much.
Ideally you should get rid of it
Perfect, I fixed it. Thank you 🙏🙏🙏
how do i fix this bs with the lashes?
Pretty sure those are meant to use a transparent shader, im guessing this is for quest which means you will probably have to use the mobile multiplicative particle shader if the eyelashes have their own material slot. I would recommend just not using anything that has to be cutout with transparent shaders on quest because they usually don’t look good though.
I’m pretty sure the additive and multiplicative shaders are the only transparent ones that work on quest due to how simple they are, but I don’t think they work well for cutout
Multiplication can actually be quite versatile if you use it in the right situations. It’s really good making black textures visible, though if anything has colour to it you’re gonna want something behind it to act as a background otherwise it looks rlly bad. I’ve used it on a good couple of my avatars and saves me having to cut out stuff in blender, though because those lashes stick out it might not give the look you want in all directions. Honestly depends on what you prefer and if you want to put the time ab effort in to cut it out yourself
i got a question what shaders is the one to give lighting to avatsr? matcap or lightmapped?
alr
and if by lightning you mean emissions, I know Standard Lite has it and the new shader they added has it too
idk it i mean like
if i was in a world and i want it to light up my avatar, i usually used toonlit, but now idk what would light up my avatar if theres light in the world
Didnt that just get patched??
I’m pretty sure those shaders are lightweight which is why they are supported
i thought vrchat got upset because it wasnt being used for what it was supposed to be used for
how do i make a texture glow quest side aswell?
emission
I was trying to convert Anza to quest but she is bigger then the sky blocks on quest end. I couldn't figure out for the life of me why she is so big. I did use pumpkin tool to move over the descriptor and everything.
make a cube in Unity, set it scaling to 1 on all axes. That is 1 meter. Scale things accordingly.
in unity it seems about right
She looks a little short, but that's not unreasonable
yeah she is a tiny avi lol
Nvm solved
ive been trying for the past maybe 10 or 20 minutes to get my avatar to quest support but i think im missing at least something because i still cant make it for android
you gotta go to unity hub, go to installs, go to all, click the gear in were you see the unity version click add modules, go to platforms add android build support, if you already have it installed then idk whats wrong, maybe the vrc sdk version but I would have no idea.
if you don't exactly get it then feel free to add me and we can dm or if you really need help we can call.
Yea something is definitely wrong then since I have that installed
Maybe vrc just got beef with me or something
dose anyone know how to make world constrants for quest avi
I answered that one elsewhere
do you got vrc companion??
is there any way to remove texture backgrounds for quest within the shaders available
There is no shader on Quest capable of doing that.
The closest is the particle shaders /VRChat/Mobile/Particle/Additive and Multiply (alpha blend is for worlds, is not allowed on avatars), but at best all you can really do with them is make som basic looking glass.
I don't know which ones the right chat
But
Can we Ban this avatar
It's making my friend crash
Every time they load into the game
none, you should report the avatar in-game
Is it true that they removed the ability for the particle shader to render transparent mesh for quest?
Is that someone’s profile?
I’m pretty sure the alpha blended shader was never supported on quest, but the additive and multiplicative ones should be
Yeah, it was patched. Still works for particles and blush + glasses on occasion 
It just can’t be used for full on transparency like fishnets n stuff anymore
you can also use detail texture for this
detail texture can use alpha channel to basically make it a 2nd layer
easiest way to line it up right is if you use a 2nd UV channel for it
Ouu good to know
Heya, I'm trying to optimize my avatar for Quest, but I dont see where to download/activate the android support. I completely uninstalled Unity 2022.3.22f1 and went through the install wizard again and it never gave me the prompt for selecting android support that ive seen in multiple youtube videos. Is there a way to enable android support after installing?
Build Settings
select Android after you click that, there should be a download button
hey i would like to know if anyone knows the name of the avatar in this video i know this probably isnt the right place for me to be messageing if its not please tell me where to ask
evening!
i have zero clue about how to create an avatar but i found a model in vrchat that i kinda wanted to use. only issue is that it was pc only. is there a way to make it so I can use it and have it show on my quest?
Nope
You have to make it quest compatible in unity
What makes it incompatible? Optimization?
Quest avatars are limited to 10mb max download size. So yes, optimization
Interesting
Getting an avatar not designed for quest to work on it gave me migraines. I do not reccomend it for a first time avi project
😭
I found it initially in the game but ended up finding the person who made it on sketchfab
What's the poly count?
Im not exactly sure on the number. But i think i remember around 90? One second
It doesnt sound right
Another thing is if it's using tris(please god no) or quads
Wait where would i check polygon count in unity
You wouldn't. That would be a blender thing
Lmao
im assuming by tris you mean triangles right 😭
Yup
the model i found from the creator is the same one that the avatar i found uses i believe so why is it pc only i wonder
Uploader may have just been lazy shrugs
Not really if the poly count is that low
Dm me the stuff for the avi, I'll see if there may have been any reason it was pc only
probably used it for themselves and they might've been pc user so they didn't care
ok!
Can't get to it tn
that's fine
Okie :P
I need help finding this avi
😭
i don't get that at all 😭
some random guy said he loved me and he thought i was pretty because we watched a movie together after like an hour of knowing each other
i told him i was gay and he didn't even care.. idk why he would call me pretty either, he doesn't know what i look like so i was just confused
yes, we have had that forever
texture offset
Wait really? I've always tries to find it but i never could, not on quest materials
Glad we have it now though
I take it these parameters can be animated?
Thanks for showing me!
I do not know how i missed it x_X
Yes!
Anyone know how UPM works with git url? I'm trying to add compatibility to my editor tool. Nevermind figured it out, just needed meta files.
where do i go to complain about issues with the quest toon standard shader? the detail normals dont follow the detail mask 😦
Give feedback to the VRChat team so we can make more informed product decisions. Powered by Canny.
for reporting bugs and requesting features
thank you!
How do i add outlines on quest?
Usually this is done in blender by having a slightly wider version of your model that is entirely solid colour but with inverted normals to make it part of the mesh, this works but can essentially double the triangle count
Im not sure if there is any way to do that with shaders
the problem with that is i don't understand blender much
guys....i have that problem
that hair not move realli like stone its the Problem from PhysBone?
if you have more than 8 physbone components they'll all be deleted. Check the warning in the sdk
Need help with asset that has weapon for it to work
will cubemaps ever be available for quest? Curious since im unsure how much it affects the actual size of the avatar.
i tried searching it up but didn't really find anything
what exactly does this mean
or like, where can i get this abd
or install android sdk
well i found out the solution
was able to upload avatar in the end but
weird stretchy model
cubemaps for what..?
cubemaps are just a texture type
well in that case that would have to be added as an option to a shader like toon standard. You can always make a canny post
Give feedback to the VRChat team so we can make more informed product decisions. Powered by Canny.
Probably not gonna get far with this but is there any way to mask smoothness on Quest without using another material slot? I find it crazy that we can mask details (which doesn't work actually) but not smoothness. Unless I'm missing something.
Relieved to say that you can actually mask smoothness with the Metallic alpha layer! Whew, that's a relief. Wish it was more obvious though.
detail mask works fine for me
I'll try again. Was definitely not working for me earlier, but let's see.
Ah, yes, it's working! I did not realize it has to be an alpha mask so that's why it wasn't working earlier. Now I just have to figure out how I'm supposed to combine it with my emission map to keep things optimized.
it doesn't have to be alpha
none of the masks do
like none of them have a specific channel they have to be
you can set the channel per-mask yourself
Where? I don't see that.
if you are on an old version of the sdk it might not show up
this wasn't part of the initial features
What shader is that? I don't see this
Oh, right I do need to update, let me do that real fast
toon standard
What the hell, I didn't even know we had this shader 😭
So many options. Thank you so much for englightening me.
this is a new shader that was released about a month ago iirc. It's got many many new features!
one i highly reccommend taking advantage of is the custom shading
it allows you to use a shadow ramp, which is amazing for cartoon, anime, or painterly style avatars
I see that! I was so frustrated with the old shader that I usually would just put on Matcap lit. But nevermind. I already see it's leagues above. I mean are you serious, we have access to Matcaps AND the normal shader features???
yep! and you can combine these features wonderfully with masks :D
Yeah, I love making a fairly complicated poiyomi setup, and now most of that can be converted. Still no decals though but that's alright, I'm not gonna complain about such a great upgrade.
most of the features people would have on cartoon avatars would need to be separated into separate materials (flat lighting, cel shading via matcap, and emissions) and now all 3 are available on the same shader with masks! I was able to reduce my avatars' material slots a whole bunch this way
detail textures can be used like decals if you need
Hmm, true, but I am using a detail normal map separately and it would pull from that mask
Guess I could sacrifice that tiny detail for it to be used like a decal. Basically the blush I use on the avatar is controlled with a decal so it's normally not possible on Quest. But now it could be.
yeah, that's the only downside really, but you can use it that way with some UV and texture tricks
I actually did exactly that on a recent avatar (detail normals and blush)
Oh wait you're so right, I literally have the blush on a separate UV anyway
what I did was move the UVs for the non-blush area to a separate UV tile and then set the texture to clip
since it has fully transparent edges that prevents it from applying to the wrong area
I'm not used to having choice with the quest shader 😭 Also, I just noticed rim lighting? Can't that be used as a sort of faux outline? Finally a way to not double tris on Quest, right?
unfortunately not, unless you want a white or light colored outline
there's no choice in blending mode, so black = no rim light :/
although you could use a matcap for this purpose
What do you mean set the texture to clip?
Oh true
the import settings in unity
instead of repeating beyond the borders it clips
wrap mode
tha'ts what it's called
sorry clamp
i think clip is the blender term 😅
okay set the wrap mode to clamp
So let me try to understand because I'm having trouble wrapping my head around it, your normal UV map stays the same. But on your blush UV they are put into a separate UV tile?
And then what texture is set to clip? The blush texture/mask?
yeah the blush texture
i just had a secondary UV map since the detail normal map needed different UVs from the main albedo/normals
Oh so your detail UV is also on the blush UV then? Because that's where I'm seeing a potential issue with how I set it up
yeah they'd have to be
also the detail mask is always UV0 for some reason
not sure why you can't change it
Aw what? But the detail texture actually uses the separate UV?
Yea, I wonder why they did that
i also wish we had an emissions mask
maybe kinda niche use case but it could be helpful
like single channel mask + color map
same as details
I don't see why it's needed. I just painted everywhere I didn't want emissions to be black.
details
and options i guess
you can mask different sections of UVs to create options for which area has emissions
Ah. Right.
you can tile the mask to create patterns with a low res texture
keep both textures low res
I'm also just now seeing the fact that you can use RGB masking. I could cry
for example you want to mask the detail map from emissions so the shadow areas aren't fully bright
you could use separate UVS for this and tile something like a fur texture
low res fur texture and low res colors
way more optimized
you could also tile a small square mask to make a pixel effect with your emissions
if you set the tiling to be the same as the emission map resolution
Ohh, that's really interesting
Something I'm noticing is that the smoothness (gloss) looks a lot different than the Standard Lite shader. Is there a way to better replicate the effect from that shader instead?
maybe increase reflectance?
Toon Standard vs Standard Lite
It's at max on the left
It looks more like clearcoat than smoothness
I tried that too but it's not really the effect I want
also maybe increasing the normal map
or actually decrease reflectance
not really sure tbh
here's a similar sort of texture i was able to get
Oh right, my detail mask wasn't tiled properly. That helped a lot, and I'm happy with it now. Still confused why it washes out the colors though.
Seems like I have to compromise a little, but it's a small enough difference that I'm okay with it.
well black is going to reflect more if it's fully glossy, so decreasing reflectance might help
like a shiny black car for example, it almost looks like a mirror
Yeah, it does help a bit.
these are my specular settings and the normal map is set to 3
1 actually looks fine as well
normal map set to 1
not seeing a lot of color washing here
It's still color washing for me a little even messing with a bunch of settings, I can't get it super shiny while also not making it kind of gray. But it's fine honestly, the difference isn't big enough for me to really complain about.
@robust whale I hope you don't mind me pinging you to ask more about how you get the blush to work on Quest, feel free to ignore if not. Anyway, I'm setting this up and coming to a bit of an issue. How do you get the detail normal to not also go onto the blush area? You have to mask both for them to both show up, but that means the blush also has normals, at least in my case. Or did you have a use case where it was okay to also have those normals on the blush area?
I found a super scuffed workaround for now, but it definitely messes with shading a little. On the blush UV map, if I make the UV island for the detail normals super tiny, then I can tile the detail normals to something outrageous (1000), so they're imperceptible on the rest of the blush but look fine on the area I want the normals. But it's so scuffed that I kind of feel bad for doing it, lmao
my use case the normals were supposed to be on the blush area
but honestly that's a good solution
quest compatibility means scuffed solutions 🤷
It's okayish. The problem is that the normals look fine but it doesn't blur like a mask would, it just abruptly cuts off where the UV ends. So you get this sharp edge unless your texture lines up perfectly with your topology :') But I think a small adjustment to just remove this one quad from the UV should be.. acceptable.
True. I'm just happy I found a way to have both the normals and the blush.
since the mask always uses UV0 you can use UV1 for the normal map and albedo and have the blush UV1 be super tiny, but use a regular mask and UVs on UV0
this is where the tile thing could come in handy as well
have the blush and nose (and any other areas that need to be masked into the detail maps) on the main tile, then have everything else moved over to another tile and set the wrap mode for your mask to clamp
depends on how your UVs are set up, you may not have to do this
I don't think it's necessary, but overall I don't want to mess with it too much since this seems to be working fine for now. My main focus is on the PC version and I want the blush to have good resolution there, so editing the UVs too much to stray away from that would make updating it harder in the future.
ah yeah that's fair
Thank you so much for helping me out with this by the way, wouldn't have even realized there was a new shader in the first place nor how much it can do without your help :)
of course!
are there any shaders that are quest compatible capable of creating an outline
No.
Closest is with matcaps but mesh needs to be built around it.
you need to double your tri count in order to have outlines on quest
its pc only
It gets replaced with the non outline version in vrchat.
bruh
does anyone know if theres any shaders that can make things like tails fluffy looking without having to use blender? I'm new to unity & all that fun stuff still and I've been trying to find a way to make an avatar's tail fluffy without needing to use blender since my laptop crashes everytime i open blender... If not, I really hope that in the future there's a "fur" shader for quest! (apologies if this isnt the right spot to ask this question)
no, other than just using textures
quest already cant have transparency so thats not going to happen
the shaders on quest need to be whitelisted, so you can only use:
- toon standard
- toon lit
- matcap lit
- standard lite
- bumped diffuse
- bumped mapped specular
- diffuse
- particles/additive
- particles/mobile
if you want the textures to look fluffy, you can use toon standard or standard lite to use multiple maps for texture:
- Albedo (colors)
- Ambient Occlusion (shadows)
- Normal map (changes the "shape" of the surface in terms of lighting, but doesn't actually change the model)
there are other maps available, but these are the most important
you can also try using a detail albedo and normal map with a noisey texture or the same normal map but tiled more in order to break up repetition
here are some variations on a fur texture from poiyomi, as well as a noise normal you can use. These are rather large textures (aside from the noise normal) so I would suggest setting them to a lower resolution
Could someone with A LOT of knowledge of seting up custom avatar from blender to Unity help me. If bought a base off of gumroad and recoloered in in blender but idk how to import it to vrchat. And I have no idea how to use unity
This will be to import this avatar into quest
thank you!! ill definitely try the textures out
Heya!!! I have an issue I cant fix and need help with :( Basically I am importing my avi from PC to quest. Everything worked out, but now I struggle with this!
I added the shader "VRC/Mobile/Particles/Multiply" but my model still turns out like this when I upload it. But in Unity it looks normal and okay. Any help? :(
exactly what part are we trying to fix here?
the sunglasses are supposed to be see through
you can't do alpha transparency on quest
and the blue tint on the face
i know! i changed it to multiply
but it still turns out weird on my end
i mean, it makes sense that shader wasn't made for this
so particle shaders in general dont work? :(
they're for particles
if they work on something else it's a bonus, but don't expect much
quest doesnt support transparency
Can anyone help me with my avatar?
just say what issue you're having
I need help, so I'm trying to do a drop world object toggle and it won't work at all.
for quest specifically.
the issue im having is that i have no idea how to make my avatar have a talking animation
especially since the top lip is connected to a bone
I keep on hearing people say this, but I have a lot of avatars that have transparency. So it doesn't make any sense to me
I've also seen quite a few avatars that are completely transparent too
its not intended in the slightest and each bypass gets patched out
I'm so confused because I've had the same Avatar with glasses that are transparent for over 2 years
the devs have made it very clear several times that quest does not support transparency whatsoever
im trying to create outlines on a model by having fl flipped normals on mesh. usually id just use solidify modifeir but i cant rely on it for anything with blend shapes. are there any alternatives that could work instead
shft+ d + normal flip doesnt work too good
use solidify modifier + apply modifier with shapekeys addon
or just alt+s on basis
shift+d, flip normals, alt+s to scale. Make sure you have mirror editing turned off
i just added the addon do i have to select things outside of using the modifeir now or is the addon automaticly used
modifiers apply to just the one mesh they're on, but (in most cases) to the whole mesh.
i know that part but i never used the shape keys addon before
oh that just applies the modifier
because you can't normally apply a modifier to a mesh object which has shape keys
so basically the shape keys addon wont help with use of new modifeirs?
I'm not sure what you mean?
Shape Keys+ is an add-on that enhances the default Shape Keys panel, providing a more extensive panel filled with additional features for an efficient and streamlined workflow in creating, sorting, viewing, and driving shape keys. It is tailored for managing a substantial number of shape keys, aiming to reduce the time and effort for various […]
oh - this isn't what I thought Sunshine was talking about, okay
this is what I use: https://github.com/przemir/ApplyModifierForObjectWithShapeKeys
ye im trying to add an outline to a model that already has shape keys
right, so the one I linked can do it.
awsome thanks

for some reason i cant add it but it says it doesnt work well with things that change the vertice count
yep, it doesn't
an im trying to use solidify modifeir
i would just dupe the body of my model but that makes proportions weird
hat i need is a mesh inflator
scale with alt+s?
yee that works with simple shapes but not with a body
like a head has a obvious center but a torso u got the hands an legs that create issue
cuz it focuses on center on the object instead of just expanding the mesh as a whole
like the solidify modifeir
Isn’t that exactly what the shrink/fatten tool does though?
Are you using the shrink/fatten tool or the scale tool?
things that change the vertex count between shapekeys won't work, just make sure each shapekey has the same amount of verts and you're good
yes, shortcut is alt+s
scale with alt+s
that's different from just s
I’m confused because they said they did that but it didn’t scale on the normals lol
s = scale
alt+s = shrink/fatten (scale along normals)
yeah I was wondering why that wouldn't work when I said it too
didnt know about alt+ s
that worked
we did say it specifically 🙂
it happens. Glad it works though!
thanks yall
this is hard to explain but how do i get the lines not to be on my avi its making it hard to properly place stuff
like bro
one of the options above the Scene view controls what's visible in the scene, including the grid, it looks like a # mark
okay so I'm having an issue that is persisting between entire different avatars/unity projects/bases i can upload any of them to pc just fine, but if i upload a quest version it will build and upload fine but it makes the avatar unable to use in game due to "security checks failed" all three of these are the exact same unity project just different blueprints,
a completely blank avatar project with just a cube also fails security checks im just completely unable to upload any avitar for quest platforms
when this happened to me, it was because i had a broken script in my project
i'm thinking the sdk things it's an attempt to bypass restrictions so it flags it
"Too Many Avatars"!? It's okay, I found a fix to the bug:
- 1. Open their profile like you are going to friend them. Ensure you have "avatar shown".
- 2. Select the upper right hand corner square. Shows the bigger profile for more settings and options.
- 3. Scroll down to "Avatar Details" and select.
- 4. The avatar model on the right will load and so will your friend. :>
this would be such an awesome feature
Anyone know why my textures look different when I use shaders made for quest?
if its not meant to be red or green check the model for vertex colours in blender
head over to the VRC Traders discord to commission artists, you'll just get scammers here.
Link is in #1204490664637890580
So lately I've been seeing these avatars, that somehow has real time toon on QUEST
Looks like something straight out of poiomi
If there's any way people are achieving this, let me know ;w;
I want to add this stuff to my characters too
new shader called "toon standard"
Yeah I just checked the announcements
came out a while ago now though, surprised you haven't heard of it, it was big news
just make sure your sdk is updated
Well I haven't been able to join the server in almost a year, so I never heard about it until now
But now that I know I'm definitely updating my SDK :D
By the way I have one question
Can I update avatars made on the older SDK with this?
yes, just update your sdk
Thank God ;w;
well as long as it's not sdk 2
I literally broke one of my projects trying to find this thing bro
you can migrate to sdk3 from 2, but that's a bigger hassle and should've been done a looonng time ago if you haven't already
like years
you can't even upload from it anymore
I don't know what version of the SDK I have but I know for sure it's definitely updated
So it shouldn't be that hard to get this one
How do I find and deal with Vertex Colors?
Sorry for my 2 day late reply
Was busy with other stuff
in blender, select the mesh you're wanting to edit and under object data properties (the green icon) find the Vertex colours dropdown and remove any that might be on the mesh (by using the - button)
generally you dont need/want them on a model in the first place unless iirc you're wanting to use 0 textures
Not seeing that property
ah which blender version are you using?
Can I commission someone to make me an avatar. Pm me looking for (eboy) creators
you want "Color attributes" there
head to the VRC Traders discord, link is in #1204490664637890580 . You'll get scammer DMing you around here.
Whenever I upload my quest avatar, the emissions just get ignored
Dont try to bypass the shader restriction
Wdym
You need to use the vrcsdk and mobile shaders
I am? I'm using toon standard
Latest sdk?
Animate the emission on
are you in a bright world?
Yo im looking for some desert eagle assets for an avatar as well as a hi smith and wesson five hundred magnum
#1138520828556890214 probably
For deagle if you can you can extract the one from CS2. Its probs somewhere online too. I use game assets all the time
ask specific questions, provide lots of information, don't ask to ask.
Is there any mobile compatible shaders apart from the default ones in unity by any chance? Would love to have more variety in my avatars
No, you can only use the ones listed here:
https://creators.vrchat.com/platforms/android/quest-content-limitations#shaders
This page will describe various limits in place for the Android version of VRChat. These limitations are in place in the interest of performance, user safety, and discouraging malicious behavior.
I saw a translucent shader on someone else's quest avatar, how can I achieve something like this? I use particles/additive on my avatar, but it shines too much
Particle shaders, just the different settings
on someone else's avatar that I saw, the blush was clear and pink. And mine is too shiny and light. I don't understand how to make it not shine so much 🤔
For blush I use the multiply particles shader, it makes it darker
Okay, thanks 🙏🏻
sorry, when I put this shader, the blush becomes too transparent and shows through the avatar's head
Not sure what you mean by that
play with the actual texture different colors will be more or less transparent depending on if you are using additive or mutiply particle shader.
Another way to use a blush texture would be to use the toon standard shader, and then put the blush in the detail texture.
Thanks!
Now I want to ask, I'm asking this again without understanding how to do it. I'm talking about render queue, I need the avatar's eyebrows and eyelashes to show through the hair. I'm using toon standard shaders, but there isn't even a render queue field... What should I do?
Unfortunately it's not possible to do on quest
Okay, thanks.
hey so im trying to upload an avatar, i got the pc version uploaded. i jsut casnt figure out the quest opne. i have android build support but it wont let me chose android as a publish option
correct unity version?
and can you post a screenshot of the android build support being added?
it doesnt work from there either :/
likely you didn't install the android build tools
^ This. This should usually be selected if you downloaded unity and stuff via VCC. Otherwise you can go into your unity hub and install the missing platform there.
I'd have to check what i had to select
on the screenshots it shows as installed that's why I'm confused
One message removed from a suspended account.
Did quest add audiolink? I was in YTS and placed down the ref cube and it seemed to have audiolink? anyone know abt this??
maybe broken scripts
One message removed from a suspended account.
Quest doesn't have or not have audiolink. Audiolink is shader-based, and only certain shaders are whitelisted for quest avatars (so no audiolink on avatars). Worlds can use any shader that works properly on android (so worlds can have audiolink on quest), while other features, such as stickers, emojis, and items, have 1st party (aka made by vrchat) content, meaning they can do whatever they want, and have used shaders for them on quest that wouldn't normally be allowed. Also, items are different from avatars, and while they use udon/soba (same programming language as worlds), it's unclear weather UGC items will be allowed to use custom shaders on quest, or only whitelisted shaders, and whether or not that whitelist will be the same if it exists. My bet is that we will have the same limits as avatars, or be limited by how many material slots we can have, but regardless the VRC devs can put whatever shader they want on them since.. they are the devs.
oh thanks
i know people probably ask about this often, but is this ever going to be supported? the error message makes it sound like it's intended to be supported or maybe i'm doing something wrong. Multiply and and Additive both work from the same location so it doesn't really make sense. (but alpha blended looks the most accurate)
"Avatar uses unsupported shader 'VRChat/Mobile/Particles/Alpha Blended'. You can only use the shaders provided in 'VRChat/Mobile' for Quest avatars."
I could be wrong but I heard someone say that shader is for worlds only
oh yeah, that sounds right
although... worlds will upload with any shader for quest with a warning
It is not intended to be supported, they are only an optimized shader for worlds.
I think the reason why they haven't changed it is because the shaders are included in the base SDK and therefore they can't change it easily, things would break if they move the location.
ah ok, ty guys
I wish to ask if vfx graphs are supported on quest avatars or not
Just need to make sure before I pour the next few weeks in learning it and I don't want to check, as it is 3:24 am and I am not reopening my laptop just to check
Will toon standard have more options in future?
Id do many things for cutoff or transparency 🥲
what do you mean "vfx graph" exactly?
for quest that will never be possible
Do anyone know how yo fix that avatar grainy Graphics on meta quest 3. I have not been on vr in a long time. I remember that on meta quest 2 it wasn't like this. Please help.
are you seeing someone's fallback?
Im not sure
look at their nameplate, it should say clearly
yes
You'd have to show their avatar then, to see the full version. If one exists.
of course, at the expense of your performance.
so how do i fix everyone to be decent quality avatars all at once without going to one by one
you don't
thats crazy
Very Poor is blocked by default on standalone headsets, since it's a major performance concern
like leading to just crashing your headset
it never used to be like that back when was just meta quest 2 before 3
Yes it did, this hasn't changed
possibly you were seeing fewer very poor avatars then
Not those things, instead you were seeing people's fallback avatars that rarely looked anything close to the avatar they were actually wearing.
oh right - impostors probably didn't exist then
you dont need to its within uplaodable limits
Anyone know the name of this model if so please dm me it or dm me the files
and don't ask for DMs here, you'll get scammers
If they are the weird glitching avatars then those are imposters, not fallbacks, but they have a similar role, im pretty sure if an avatar is PC only the closest you’ll get to seeing their avatar is through the imposter
Any1 know any good fnaf??
Gotta fucking love it when people gate keep avatar models then get pissy when u out them and then block you for it
if its a private model I wouldnt call that gate keeping
like you arent entitled to anything just because you want it
yeah I felt like I missed the context there
Iv literally seen that exact avi on some avi worlds a d had it plus i saw it on a couple website like two months ago (cant find it for the life of me tho) sooooo
then why arent you using those if its the exact avatar?
The public got poofed and like i said cant remember/find the avi online
sounds more like a ripped version that got deleted
you also said you "called out"
like was it a whole you asked the creator for the avatar they said it was private then you got pissy and "called them out"
there shouldn't be anything wrong with a creator keeping an avatar private.
I had someone rip my public avatars (???) And threaten to dox me over having private avatars/doing private commissions
I think he did it just to piss me off bc he ripped a commission I did (idc) and a public avatar of me/my sona (I also don't care)
He said he hated all avatar creators that made private avatars
what, because all content should be free for the taking? what incentivizes creators then?
I find those people are also not the type to be a patron either. so F them.
I found a legal way to increase the amount of physics simulation in the quest avatar. To do this, you need to use rotation constraint on adjacent bones and bind them to bones that have physbone, so bones without physbone will be able to simulate movements. I think this technique is great for hair
I use this on capes. I typically have one physbone chain in the middle, and then a chain of bones on either side. Then these side bones are constrained to their respective bone from the middle chain.
I keep getting this error, but there doesnt seem to be any other options for shaders
The material on that object is the one embedded in the model file and so can't be edited. you'll need to make a new one, with a supported shader, and drag it into that mesh renderer.
ahh ok ty
Don't rip avis gang. Asking for the files ain't it. Ur looking for the model and creator
When did i talk about riping
U asked for the files gang
That goes against tos 🧍
Ok so basically what your saying is all the websites like gum road jinx VR models etc are against tos too
You asked for the files to the avi not the link two different things
Not really bc most models are free or at least most i like/seen
They are pretty much two different things
You need the link to purchase the files lol
Even if the asset's or avi is free
Lol
🧍
Against most iv seen or like are free
Again they are who different things
If you found a texture on Jinxy or gumroad that you like you'll have to click it (the link) and you'll still have to press a button to "purchase" the files
Like you said most of the avis or whatever you like are free, but you still have to click a button to download (purchase) it
🧍
Either way @gloomy gust
It's a private personal model
"Not for sale or public"
You're welcome
Then why have i not only seen other people have it but not only public and private but i also had a public version once
Mind this is the third time iv said this
That's her model, you must be thinking of a different model gang
I've seen similar ones to it b4
No it was that exact model
Ik what im talking about
I don't think you do
It's most likely the same base or head model you've seen
As I said I've seen multiple that's looked similar
No it was Same everything
Body and head
Only thing different was cloths thats it
At this point your just getting annoying so ima just block you
Block me all U want I'm just trying to give you the information that you can't get this avi bcs it's a custom
And here guys we have a corn ball
Bruv. What did I just read. Tryna explain something I totally understand just for the 🤡 to block them because they to 👶 to understand.
Yes I just filtered my words with fitting emojis...
Help please, I use parent constraint and rotation constraint for the character's dress, because I already have the physbone limit. There are two layers on the dress, how can I make it so that the top and bottom of the dress do not touch and the bottom does not climb into the top
Are there avatars already built for quest bhaptics suits
it was likely ripped/leaked.
if the public version is now gone, then it was probably taken down because it was a ripped model.
I haven't seen any public ones, but if you have files to an avatar you would like to add it to, it's not too difficult. Here is the tutorial I followed: https://www.youtube.com/watch?v=QCtdo5_cYdk
Also, if it doesn't already, make sure to set all contacts to "local only", which should now prevent them from counting against your performance ranking.
This Tutorial Will Show You The Full Steps To Adding bHaptics To Your Avatar Within Unity!
bHaptics Unitypackage: https://github.com/HerpDerpinstine/bHapticsOSC
av3-animator-as-code: https://github.com/hai-vr/av3-animator-as-code
Ampwave Avatar: https://jinapark.gumr...
Don’t got a pc so
hmm maybe try searching "haptics", "bhaptics", etc in prismic?
I will
Yea
I found out by blue sabre that mango the kangaroo was basically begging for her to them them her CUSTOM avi for free?
It was never public nor leaked it's a personal custom
not sure how they got it then. It was either ripped or leaked, or they are misremembering. There has to be an explanation, and those are the only ones. Either they are remembering wrong, or it was ripped.
could anyone recommend any actually good avatar worlds with girl skins?
look in #1138520828556890214 or make a post there, though you may want to be more descriptive on what you're looking for
can anyone give me vrc+?
will toon standard have more options for quest in future?
i reall want the outline version work for quest too 😭
ik it doubles the meshes and ups the size but for some avis it wouldnt hurt. there are tons of avis with outlines made in blender and works pretty good on quest
it only works good if the model is optimized in a way that can support faking outlines, most models uploaded for quest barely fit within the limits set already because people do the bare minimum so its not really all that realistic of an option unless they lowered the avatar size limits even more
They didn't get it, I've seen similar avis but not straight point blue sabre's avi
This is what blue sabre said
you dont need a shader to have an outline
