#avatar-quest
1 messages · Page 22 of 1
alternativly, you can get google translate on your phone and use the scan photo feature to try to roughly translate the armature bone names
You can probably get better resolution from the actual hierarchy rather than a screenshot, but it kind of works
Just being able to find the index finger allows us to work up to identifying the hand, lower and upper arm, shoulder, and then the chest.
Found those thankfully
I can see what looks like bones in the neck floof area but they are grayed out same with ones in the hair so im assuming those are the ones to make them somewhat flowy
i cant seem to get the skeleton to show up again but i do know which one is the body now
Physbones. It's likely that they are just empty transforms with the physbones on them rather than the actual bones. Look at the physbone settings in the inspector and see what bone it has as the root. Click on that and scale it up, and see if it can look okay
inspet doesnt have a place to show bones at least not that i can see
unity is still giving me errors saying "prefab is missing script" even when veiwing not in prefab mode
then you still need to install the package which provides that script
theres only 2 downloads on the page one is for the base version (the one i have been showing) and a winged version so im not sure if any of these are what id be looking for
once again i really do apologize and appreciate all this help always afraid to look into this becuase i felt like i was far too stupid to understand lol
is there a physbone component on the transform?
not that i can see anywhere
So it's probably just the bone. Try using the scale tool and making it bigger. Does it give the desired result?
uhhhhh lol nope
sorry was laughting like a mad man when i saw da wide boi
when i do what i think is supposed to be the "spine" it just does this. do you think this is just a hollow shell effectively and doesnt have bones assigned?
the fluff might be weighted to the spine/chest directly, which means scaling those bones would scale other parts of the body that we dont want to change
so your fluff edit is going to require blender (yay /s)
yeaa kinda figured lol
So I found the avatar, and its free, so I think it would be easier if I just download it myself and investigate. I can still walk you through doing this yourself though so you can learn the process, but with the files in my hands I can more easily diagnose issues
yes please. i massively appreciate it
do you have blender?
yea i used it a little bit for my 3dprinting hobby but just some basic knowledge
ok, im importing rn, im going to scrub the project and make sure there 100% is no unity solution to this
found the missing scripts
we have to remove these script components and hope the avi just works still, because I didn't see any other prerequisites to download either
right click and click remove component on all of those
seems like all the armature pieces have missing scripts to :sigh:
no unity solution, blender time
im not finding an fbx here, so I'm going to hope these mesh files can go into blender
not looking good..
there isn't even an avatar descriptor in the prefab..
this is not vrchat ready, proabably because it is old
buckle in for alot of work
i do have a newer version from a diffrent person but its a bit more chaotic since i dont know what shader it wanted me to use
looks like it needs some sort of marker? called snail marker only reason i havent been using it is since it is the winged version
ok, well I got the avatar into fbx format, ill send it to you since we are both owners of the avatar (its a free avi anyways so not a problem really)
update: that avatar was way fucked up like armature wise and everything. if anyone was curious.
Wdym theres no fbx
Whered you get the model
It was just imported as a prefab. A .asset file for the meshes
Free Avi on booth, very old
Had to use export as fbx to get it into blender
And all the bones were sticking up, no strands connected
Was such a pain
For some reason none of my messages are sending? I guess no links. Look up the name リコルー&ティオール on booth and you will find it.
It's the first download there
You have to Install the Android SDK in Unity Hub or add adb.exe to your system PATH.
Unity can’t find adb.exe, which is needed to build/test for Android.
can u drop a link possibly where i could get adb.exe
cuz i tried finding it on my own not much success other than sketchy sites
i redownloaded sdk package 3 times now
No, just don’t put files in the Unity folder.
Instead, download and extract adb.exe (platform-tools), then add that folder to your system PATH so Unity can find it automatically.
The error you showed is because Unity can’t find adb.exe anywhere.
okay how do i add it to system path
nvm i think i did it thanks for help
nvm
still shows same error
nvm now its different error
am i supposed to plug my quest in??
yes
thank you for the patience with me and all the help i really apreciate it
You're welcome:3
if you want to do "build and test", yep. Otherwise just build and publish
Is there a list of components that is unsupported on Android?
theres an entire page
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.
Thanks!
sorry to ask that but i have a question , is there any way to make shaders look like transparent for quest players ? (i'm trying to do a ghost character)
quest additive particle shader
ty for the help
👍
from one ghost avatar creator to another
😂🤣
wow that an amazing avi
thanks, it's the ghost from team fortress 2
Hehz this avatar stuff is easy
lol
fun with rounding
dont aim for the minimum
even if you are over by a singular bit it wont let you upload
spam reupload. it'll work eventually. could take as much as 10 tries
sdk's asking me to change this to something in the vrchat/mobile shader list but which one should i use for my glasses ?
it's supposed to be transparent
none - you can't do transparent on quest, best to just remove the lenses.
textures first
I just learned that transparency isn't supported on my own
strangely tho I can't seem to upload bones to my quest avatar
I can get the PC version to work with the default animation set but the quest version doesn't animate at all
I use a VRC world called Avatar Studio to check my work and it doesn't recognize a skeleton rig
does the quest version have a valid armature? did you do the humanoid rig setup?
pretty sure. it does give me this warning on the PC version too but it still worked on PC.
nevermind
It seems like my unoptimized version is the only one that has working bones
I tried CATS for blender 2.8 and 5.0. with terrible results
How do yall optimize avatars?
not with cats
but yeah, where it says it's not humanoid, that's your problem
looks like it should be though
try setting it to generic and apply, then back to humanoid and redo the setup
same error on the VRC Builder after setting to generic and back.
time for me to try to join meshes in blender and exporting again
that won't make it humanoid when it isn't
names aren't relevant but there's a diagram pinned in #avatar-rigging
oh I am missing a bone
the upper chest one is optional
maybe it doesn't like just one eye?
I figured it out............
the animator didn't automatically select the avatar.
I just don't know anything about unity
Vrchat > mobile > particles > multiply
Texture (it's small to save mb)
I leave for like 2 days and y'all already be spreading misinformation like I haven't told people how to do quest transparency like more than 10 times.
Reduce texture resolutions in the texture settings. It's towards the bottom. You can set the textures to only be reduced in android build if you want as well so for PC they will still be high res.
I would greatly appreciate a link to that info.
You can use vrchat > mobile > particles > additive or vrchat > mobile > particles > multiply
Additive shows light values, multiply shows dark values
If you need cutout, use both layered on top of each other
The links are in the quest conversions discord but I don't know if I can link that here
have you tried the "forward" feature in discord?
that's neat. I'll see what I can do with that
Sometimes you don't have to duplicate the mesh. If there is just one material on the mesh, just click the + on the materials list and it will layer the two materials on top of one another.
the version I'm working on has all the meshes merged for testing purposes.
Poiyomi now has a two-pass option that might work for this too
You can separate by material in blender, and then remerge all the other pieces. This can break the already made toggles for the avatars though. A lot of transparency can just use additive or multiply. It's rare to need both
oh no, I'm confused
transparent is a bit too transparent? currently it's two unattached meshes. I think I misunderstood the instructions.
oh my god please do not do fishnets like that on quest
use toon standard with the detail map
it has the exact same effect without transparency
Can someone make me a spider man avatar
you should head over to the VRC Traders discord if you want to commission someone, you'll just find scammers here.
Link is in #1204490664637890580
Thanks
Already using the detail layer 🤷♀️
Also, the tights are their own mesh with their own uv map, the texture wouldn't layer on right on the body
you can use 2 uv channels, there's many ways to make this work that don't use transparency
if the detail map isn't being used on the legs specifically, you could just make a new material with the fishnets on them or atlas them and move the fishnets to a different UV tile
if it is being used on the legs, you can also always bake the detail texture to the UVs for the fishnets and bake the fishnets and detail texture together
I just edit the fishnets onto the skin texture themselves
more optimized that way 
Yeah you can easily bake them in blender regardless of UVs
If vrchat is all about optimization, can we please get a vertex color shader for mobile?
VRCQuestTools has a tool for vertex colors from what I recall
If thats what you mean 
I'll check that out
Fnaf
is there any fix for the mobile particle shaders? as theyre working in unity, yet break in game?
im pretty reliant on the shader since i use it for eyelashes and more... so im just asking if maybe its a bug, done intentionally , or if im supposed to be using something else?
those shaders are meant for particles and you can only use multiply and additive
they were never meant for stuff like that
but theyre still broken, thats my issue. no matter what "image" or what im applying it too, both multiply and additive appear as blocks in game!
because thats not an intended use for them?
its not "broken"
vrchat doesnt support transparency on quest
may i ask whywe have the option for it then?? i know that the alpha blended doesnt work, but ive been creating for over a year and had no issues, until now?
because particles exist?
correct, so again, i am asking.. why are neither of them working as particles, they appear as blocks, no matter what i apply them too, even if there is NO texture added. im simply just asking why they are broken/not working now
particles work fine for me
none of them are having your supposed "block" issue
but as soon as I put it on a mesh it happens
couldnt find any tool in there for converting vertex colors, and when converting the textures with the addon they just came out white (unsurprising because there are none)
this is the exact opposite of what i want done
nevermind! i have discovered vrchats mobile toon lit shader actually does support vertex colors :))) this is a pleasant surprise
Vrchat constantly changes how it handles the particle shaders, I haven't had the block issue but I'll check in game again and see if they broke particles again.
Also what SDK version are you using? It could be a thing with the new SDK as well
So pretty omg !!
it is 100% the new sdk! and i have reported it as an issue! my older projects are fine, just newer ones are breaking..
i WAS using 3.8.2 for my quest sides and everything has been completely fine!
many other creators are having the SAME issue with the particle shader now!! i even changed my sdk to older versions just to see if it’d change and it did not!
again very sad to see considering not only myself but many other creators rely on these shaders for quest ( YES, MAINLY for lashes, brows, and blush!! most heads DO NOT HAVE quest options, we have to make them work ourselves !!!!). i am still trying to find a work around, but im sure ill have to do a full on headswap for my avatar : / …. she was ready for release too. thank you for actually communicating!
Is there a setting/plugin to swap out animations for the Quest version of an avatar?
I want to switch from blendshapes to UV discard but I wanna keep the blendshapes method for Quest.
You can have a 100% different avatar for each platform if you want
they only should share the avatar parameters list
That's what I want to avoid; Having to maintain two separate versions of the same avatar
Unsure whether it even works on avatars, but https://github.com/vrchat-community/EasyQuestSwitch should allow you to swap out prefabs at least, maybe it can do animation controllers too, not sure.
Ty, I'll check that one out
emmm...I like rusk and mafuyu...so i do it......how about it?
You reported the issue, did you do so through a canny post? Link it here I'll upvote it
i’m not sure what a canny post is! but i did it through this website as it was the only thing i could even find : /
if there’s a different site or something, please lmk!!
it’s already been 2 days and i’m still number 640,000….
i’m currently making my own head edit because vrc will not respond and i just have to “deal” with it
Ok I can make a canny. It's basically a public bug report a d feature request forum.
So just to confirm, only new uploads effected, newest SDK, but earlier sdk versions are also affected?
- No off-topic posts
- Don't report more than 1 issue at once
- For isolated issues or customer support visit help.vrchat.com
Thanks for your bug report!
This is the website btw, I can't make a post until later tonight but if you get to it before me then link it here, and I'll upvote and spread it around
thank you so much!! I just made a post!!
https://feedback.vrchat.com/sdk-bug-reports/p/quest-particle-shader
yes!! vrc stated older versions will start to break or bug, so we shouldnt use them anymore, so i just tried all to see if ANYTHING would work.. and nothing did
yo i only play on pcvr, how do i view a quest avi from my pc so i can change all the clothing options cas they out of sync
you don't, unfortunately
😭
... well you can upload the quest avatar itself as a new avatar (i.e. different blueprint ID)
NOOOOO
that's easy enough though
i dont wanna resync it 😭
im gonna go blow some dust off my old quest 2
see if i can sync it that way
just remove the quest one's blueprint ID, upload it anew, then put the other one back.
the only "sync" is the blueprint ID
im talking bout the expressions wheel being synced
but you're not changing that
figured out de issue
person who made the avi forgot a bunch of the clothing options in the wheel de-syncing them
so i gotta fix that lol
but thank you for your help either wise ill keep that stuff in mind
does anyone know any good tools to port pc avatars to port to quest in unity
vrc quest tools, probably
Compress some textures ^^
thank you
2hour, ~30min. Not the first time there's no active mods. Too much to ask for mods with different timezones? Perhaps some that spend time in help instead of only gen 1?
unfortunately timezones exist and they might either be busy or asleep .. im sure they'll be gone by the morning though
This was a problem years ago. Then they got more mods. But of course, you can guess what timezone and what channel they preferred.
you still gotta be patient man, theres no active mods in general 1 right now either so i dunno what you're on
This isn't the only time this has happened, when there has been active chat mods in gen 1. But yes, patience is good with NSFW in a 13+ server, you are right
theres no chat mods in gen 1 right now
That doesn't absolve the past occurances when there has been, hence my request for more mods that have different timezones and spend time in other channels.
i get that, but my main point is that they're not gonna be active 24/7 and to be patient
And my main point is, when they got more mods they could have gotten more mods with different time zones so patience wouldn't be needed.
even with more mods though people still arent gonna be on 24/7
people have lives yknow
Well, if you head over to #avatar-help you'll find good people who are frequently on, help others, for free, out of the kindness of their heart, and have for years, and had a handful of them been modded for redunancy, the risks of people being busy had been less.
yeah but. those people arent mods .. at least half of the time
we cant do anything about people advertising porn in here
Yeah, which is why one of my requests were for more mods, of people in channels outside gen 1. Gen 1 is dead, as you say. Help is still active during these hours, with regular people who've been active at this time for years.
i dont think "requesting" for more mods is gonna do anything but i dunno
im just kinda here
It won't, very sadly. But I appreciate the conversation, as it helped bump up the chat.
sometimes it's better to snip off the last part of any sentence. Yours is really implying I lack some sort of forethought, which gives me reason to argue, that I were not lacking mindfullness of people's lives as much as VRC were lacking mindfullness of their options in mod hiring which would have prevent this entire discussion.
i moreso meant being mindful of what other people could be doing, i didn't mean any offense by it
well, thank you, again.
you're welcome
Will there ever be working avatar audio for quest users?
perhaps when better standalone hardware is the default
If the hardware wasnt weak
Unity's audio is very performance heavy
I wonder if steam audio is any lighter than ONSP, if it is maybe there's room for avi audio. No idea if it is tho
On one of the dev streams, they said they will reevaluate adding audio for quest avatars since they switched to steam audio
So maybe. But maybe not
hi , i have a weird glitch on some part of the avi, when i change the material it automatically switch back to a pc/poyomi material, wth ive never seen that before. ive tried restarting unity
which VRC SDK version are you using?
im going insane the wight paint does not work on this part
sometimes it's tricky to get one vertex. make sure you don't have "Restrict" checked, and I usually suggest painting with auto-normalize on
how do i check for restrict an activate auto normalize
in the 'tool' tab of the 'n' popup sidebar
so im starting to understand wight paint ut i still cant remove wight from this
not sure why not, if you're in weight paint mode, it's there in the Tool tab. Restrict is near the bottom.
Hello
omg i need to use untiy 2019 to upload it to quest platform....
You shouldn't...
Why do you need to
I am always 5 MB over the 10/10 to be able to upload on quest. I have nothing more to delete, my avatar is naked LOL. Changing texture resolution to the smallest size doesn't do absolutely anything. Can someone help me on that? I am lost. P.S. Quest sucks #changemymind (Lumina avatar)
blendshapes take up a lot of space too. Thry's Avatar Tools has a thing that will show you what's making your avatar large. VRC Quest Tools can help reduce it.
@magic slate is it the knit perhaps?
I can't really suggest what you should change without actually inspecting your model in detail.
Wanna check it out ? xD I can send you the thing. Idk wtf to do anymore
sorry, can't right now.
Try BuildSizeViewer. It will give you a breakdown of what amount of the total filesize is being contributed by what part of the avatar (animations, blendshapes, textures, etc)
It only shows your last build, so it won't work right away. You need to build the avatar, which you can do by attempting to upload to quest. As long as there are no errors with the avatar itself, then even if the upload fails it will give you the information.
the black is supposed to be transparent and I'm using toon standard, nothing i do is working as of now i need help
I've already tried re downloading and importing the texture but that only made it worse
quest doesnt support transparency
how can i give a prop animations??
so Toon Standard doesn't support transparency. The only quest shaders that support transparency are VRChat > Mobile > Particles > Additive and VRChat > Mobile > Particles > Multiply. Both of these options will leave the entire mesh semi-translucent, so they are not good choices for pants. (they are also kind of broken in-game right now, but vrchat is currently addressing it in the canny forums) You can leave the black spots on the pants or you can put the mesh in blender and cut out those black spots out of the mesh directly.
tysm! I might try that out ^^
here is proof from the canny that the devs do support transparency for quest. They have marked the post as Tracked and are currently investigating the issue.
it was marked as Tracked after some users posted avatar examples like the screenshotted post asked.
Anyone who still responds to help requests and questions with 'transparency isn't supported on quest' or 'quest can't have transparency' is a HATER and is actively spreading misinformation.
alpha transparency isn't supported in quest avatar-compatible shaders.
the average user does not know the difference. The people responding also don't clarify alpha and just claim that all transparency isn't supported.
The VRC Parent Constraint seems to ignore the rotation of the constraint. Any ideas why ?
The scythe should be rotated to be held in hand
I usually position via the target object itself, rather than trying to mess with those fields on the constraint directly
Yeah that works. I guess it's done differrently than the Parent Constraint component in Unity
can someone tell me how I fix this?
Reduce avatar file size by using crunch compression on textures, removing mipmaps, lowering resolution, and mesh compression
In the texture settings, when you click on a texture in assets look at the inspector and there are lots of options there. Uncheck generate mipmaps and at the bottom check crunch compression.
what does the minmaps do?
So mipmaps basically are lower resolutions of the texture. It will swap out the high resolution texture with a lower one when you are further away, makes it look more 'real'. Mipmaps generate textures at multiple resolutions, but if you don't have enough room they can be dropped by unchecking generate mipmaps. Saves texture space.
Saved me 1.40MB now I am still at 45.76
Ok, you can mabey lower some texture resolutions? Any 4096 textures in there? 2048?
I'd check each mesh and see if lowering the resolution makes it look ok still.
lowering resolutions doesn't make it go down at all
It does, it makes the texture size smaller. Make sure you arnt lowering on the PC override and are on the android override or the general settings
That bottom box has tabs so sometimes you could be doing things for windows only when you want to do it for quest
And it's relative, so like 256 -> 128 isn't huge, but 4096 -> 2048 or 1024 is a bigger difference
So for mesh compression, find the fbx of the mesh, and in the settings set mesh compression to 'low'
lowering texture didnt make me go down even by 00.01
Do this for any objects added as well. An Avi sometimes has all the clothes in one fbx with the body, but sometimes the body and clothes and accessories are separate.
You can find the fbx of each mesh by looking in the mesh render component in the inspector and clicking on the source mesh. The mesh should be inside the fbx and clicking on it will take you there.
So all those meshes are in the fbx, look to the left and find the fbx (should have like an arrow next to it so you can expand and compress the mesh list)
Since it's a booth Avi the clothing probably also has its own fbx, and same for the hair if you aren't using the base's default hair
Yep click on that and then in the inspector you should have some options. Click on the model tab and find where it says mesh compression. By default it is none
Start with low
If still too big you can put the Shinano fbx at medium and keep the outfits to low
how do I only select the outfits? I only see the whole model
Did you add any custom outfits or just have the default one?
I haven't worked with Shinano so I don't know what she looks like default
Ok so then it's all one fbx. So try on low and see if that is good, if not bump it up to medium
with LOW I'm at 40.99 lol
how does compressing mesh affect the quality of the avatar?
So basically sometimes there is no difference, but like on high it will look a lil bit uhh chunky like sharp edges and such.
So just take a look at the model and then see if it looks alright.
LOW to MEDIUM only made it 00.34 lower. I'm at 40.67 now
Are you using toon standard for your shaders? If you converted the materials from lilToon/Poi then there might be unused normal maps. When the normal map is unchecked it won't use it, but the normal map texture still counts for upload size
high mesh compression here
Ahh yeah stick to medium, lets see what else we can do
LilTOon converted with VRCQuestTools
What shaders is the materials using?
Ok so no normals. What is your texture resolution?
Texture resolution is like a big thing with upload size so the fact it wasn't changing the value is weird
1024 excpet the face at 2048
Omg......
I knew them textures looked too crisp in ur screenshot, no wonder you can't upload
Going to the queen's gala with them texture resolutions
going to JUST.... lmfao
Npnp. If the mesh is too crunchy you might be able to bump the mesh compression back up to low since you probably saved a whole college fund with reducing the textures.
Oh, also the menu probably has textures too. You can make all the menu icons 128 or 64. 32 if desperate.
By reducing the menu icons you might be able to pick your favorite texture to be 512 if the outfit doesn't look good. Usually for booth Avis the face should be 512, body 256, and the clothing is low unless the creator wanted to be special.
this was 6x6 by default
Do you suggest to use a custom outfit so I can modify the mesh on each piece individualy?
I don't actually know the 6x6 vs 8x8 for compression method, I just click the crunch compression box on the default texture settings and leave it at 50
If you do, use the blank fbx they provided (they probably have a blank prefab too) so that you don't have all that weight paint data from the old clothing
It doesn't matter too much using the default outfit, since you can usually get away with just low mesh compression on most Avis. Custom outfits are cute tho.
Beware tho, some of them outfits have 4k textures and like 100+ physbones so they can be a pain sometimes. Most are normal though
whould be nice if I could avoid the problem of the 10 hair bones that don't move. I mean I could use a hat to justify it but also need to find a short hair
Usually for hair you can keep the bangs stationary and just root the back hair and side hairs together for one component. Then open up all the strands, drag the last bone of each one in the ignore section, and then add an endpoint value for y so it adds an extra bone at the end
The extra bone created with the endpoint doesn't actually count as a transform
I see but Shinano has 2 braids. Idk if 1 bone for all would work
Mesh compression? How do I do that I’m struggling and my textures are already low quality or better how do I get rid of too many triangles
For triangles you need to decimate the avatar in blender, or use a unity tool like polytool
Thanks I’m new to this is poly tool free?
Does anyone know why when I test my avatar in unity, the materials change from Vrchat-mobile ones to one that doesn't even register as a material?? They are set in the editor to be ones compatible for quest and they just reset and don't work when I go into play mode
I used VRCQuestTools which is known to work and usually works for everyone I know that uses them and I'm pretty sure that this is just unity being unity and breaking everything
Got any animations doing material swaps?
i think i've removed them but i'll double check
could just disable the animators to test it
I'm pretty sure that was it
currently trying to remove the last ones that apparently didn't nuke themselves
it's being stopped by a material that isn't a part of my mesh and I don't know how to change it to a Vrchat/Mobile one
You can't edit that - you have to make a new material and drag it into the slot.
That one is embedded in the .fbx and thus read-only
oh i see
Or extract it from the fbx via dragging out in assets folder or the materials tab on the fbx file
sure, that can work too.
how does that make sense?
alpha blended is only for worlds
i had uploaded the same avatar with this shader on earlier today
ive used this shader for multiple avatars to utlizie their transparency
🤨 are you sure you're not using a modified sdk? modified sdks are against tos
i hadnt touched those
those are under the category of particles, not worlds. they always could be used for avatars without issues
oh wait, opening my previous projects, it turns out it was multiply that i was using
this one works
thas quite weird that theyre all under the same category, but cant be used
The documentation explains which can be used for which case. It's unfortunate the error message is kinda misleading.
yeah the error message is literally contradicting its own words
i cant remove the paint 😭
deleting those vertices from the vertex group is an ideal way to completely remove the weight
otherwise, remember that weights are relative - 0 weight to one bone always means more weight to other bones, for a total of 1
Same problem, I have an avatar with cut out stars that fly around it, If I set the material to particle type "Multiply" Then it will let me upload for Quest but the stars disappear in the Unity viewport. Will they appear in VRChat or what material am I supposed to set it as?
multiply and additive work exactly like they work in drawing softwares. one removes black, the other removes white
The stars are just white stars.
I swear to god, theyre trying to optimize their game by removing transparency from quest, but this makes me cut out the meshes and drastically increase the triangles count
use additive instead
for any other color, theres nothing I can advice
Additive worked, thank you very much.
it no problem
how do i delete them
Idk here's my first ever time 3D modeling for an avatar, I just need to add the beans, back of the hair, gret everything, figure how how I'm gonna do the eyes and mouth, add physics to as much stuff as I can while keeping it a quest avi (idk the limit) rig it and weight paint it, and then have friend paint it. THEN send it to unity which i haven't thought that far so idk what to do in there and then import it to VRC and BOOM my avi will be complete, right
Im looking at buying some silk ribbons for use on avatars. But I dont know how to add assets to an uploaded avatar. Plz help walk me through how you add assets in Unity without messing up the existing avatar
follow the asset creator's instructions - it really depends on what you get.
Got it
yeah I wish there were a really easy answer 🙂
how many polygons is that, it looks like a scary amount
especially for quest
how can i use clothing in a pose on a t posing avatar
firstly if the clothing comes with an armature i recommend posing the the clothing armature in t pose and apply as rest pose
then you can start from there
no armature😭
fuuuuuuuuuu
ok there is a sculpt tool that i have used for this situation
So you need to weight paint the clothes to an armature anyways, you could make it its own armature or try rotating the sleeves in edit mode and then weight it to the Avi armature
Which one
you can use the poser tool
it wont be perfect but it will help get you there
thats a good idea
mine is different
sorry i just started making avatars
it shoukd work the same i imagine
wait what version of blender do you have
4.1
im on 4.5.3 i will try to change version
nooooo you dont have too lol
the tool should stil work the same
even i the version is diferent
i know but i cant find it here
That topology..
maybe if you dont want to sculpt it to t-pose. you can just give it its own armature and pose it that way
its a lot easier and cleaner
you know what thats so simple that i didnt think about it i will try now
🙂↕️
or just lower the armature you have already to match its pose and then parent it to the armature if you dont want to make another one. just make sure to save the number you rotated it by
i just tryed when i parent it to the armature the shirt disappears
How are you parenting it?
ctrl p object
I haven't tried your blender version, before so I'm not sure if this would even work. You have an armature modifier and pressed alt+a to apply all transformations?
Are you pressing armature deform with automatic weights?
and i tryed to add the data transfer and armature modifier but this happens
is the shirt already parented to something in here??
Which one
relations
I mean if nothing works you might just need to give the shirt its own armature. Just a single bone is fine you can delete it later. But join it to the armature and the shirt should follow. You will need to weight paint it (probably by hand) afterwards
if it has a parent it normally looks like this
Whats the sports top??
what do you mean
the parent
if i change it to the armature the shirt disappears
Apply all transforms to everything
Honestly I have no idea
I can just use the remesh or just redo all of it if I must TwT
i wanted to use some g mode animations how can i convert .smd files to .anim
henloe ! i was wondering, can someone tell me if converting this specific follower to quest is possible please ? with all the animations and etc
Introducing my new companion!The Giant Centipede! included with a “Grim” texture and a basic texture!It's a decorative asset, modeled, animated and textured by myself!Installation is very simple and a 2-minute tutorial is included.To avoid any syncro problems, don't move for a few seconds after activating it, the asset is a world drop asset....
cuz i know we can make some followers quest but this one is more complicated
or it feels like it is at least
one question
why is every avatar yall are making caked up lowky
i need an answer🥀 💀
good question
i've never made those kind of avatars before, so your guess is as good as mine 🤔
Wdym? :o
why do yall make the ass so big💀 is what i mean
why do you?
Ah that, I'm not part of those people so yeh
BBL trend ig
People like it like this
I like mine semi flat kinda like an anime gal
ah ok im just new also im making troll face
Noice
im very new to avi creating
I'm still waiting on my help on my end qvq
can i see one of ur avatars?
Yes
Noice
Still waiting for help 
you'd need to find someone who has actually acquired and used that.
please don't. no creepy crawlies in vrc. but if you really want to, I'd guess it's mostly quest-compatible already. It might be using unity constraint instead, but you'd be able to switch them with vrc constraints. alternatively, you could find any follower prefab (like the amogus one) and just replace it with the...creepy crawly. can't really say anymore, for reasons Kazin said. But if what you're really wondering is, if you can get it and make it quest compatible, it should be possible and we can guide you here (provided you know some unity animator logic already). you can also contact the author, perhaps they have a discord, and ask more about the feasibility of quest conversion.
I want that centipede I might get it and try quest converting it myself
Oooh keep me updated !
It's possible to make it quest, just finished talking with the creator of this little babyyy
I'm so happyyy
I'll get it for Christmas for sure now ! Dijejw
did anyone got a perfect teio avatar?
look in #1138520828556890214 or make a post there
even is i have the weight to 0 on that part it still adds weight
PS sorry for the miusic i notice just now
weight is relative. A weight of 0 means a combined weight of 1 on other bones.
So if you don't have that part painted to any other bone, its weight is always going to be 1
ok
still
also this is why I generally suggest painting with auto-normalize on.
why cant i remove it and it adds weight
how can i turn it on
look in the Tool tab in the 'n' popup sidebar
this?
what version of blender is that?
4.5.3
ok, I assume that's the same as where I said to look
yeah it seems to be exactly the same
what version of blender are you talking about
I use 5, but I'm pretty sure that's been the same since 3 at least
what version of blender do you think i should use
I have no opinion on what you use.
ok
going back to the problem
how can i solve it
I don't know what problem you mean?
I answered that one already: if a vertex has no weight at all, it will automatically have 1 weight if you paint it, because weights are relative
ok i understand but if the weight gets max out the vertex that should not move with the bone will move and i dont want that
then your options are to either remove those vertices from that weight group, or paint to another bone, such as Hips.
(removing the vertex essentially defaults it to move with the root bone)
if i change bone and paint on those parts the paint does not work it stays black
obviously I have no idea what exactly you are doing or how you've set any of this up
if i record what i do can it be helpful
probably but I'm working and don't really have the time to give you more than minor suggestions
FYI ctrl+shift click on a bone to switch bone
Also holding ctrl while painting will un-paint.
otherwise I can't really tell without looking at all the weights for all other bones or something
does this help
colors are meaningless if the weights aren't normalized, and this isn't what I meant by looking at it. I really can't make much more suggestion beyond what I did already, you might try to normalize all the weights, you might find a spot that you think shouldn't be 1 when you want it 0 and see what weights that vertex itself has, probably it has none at all and that's why the first click makes it 1.
i solved it
How do i put vroid avatar into vrchat? I'm using unity.
You will export it as a vrm file
I got that part done, I don’t understand unity.
what part of unity dont you understand so i can help you
Export as vrm, bring it into Blender, clean it up, export as FBX, follow one of the many, many tutorials on basic avatar setup, such as this one:
https://www.youtube.com/watch?v=bSwMz4WcajQ
Welcome to the third edition of my basic avatar setup tutorial! This video focuses on how to use the VRChat Creator Companion to set up your project, import your avatar files, and set up eye look and lip sync! I hope it helps you out!
Join my Discord! 💬🛠️
https://discord.gg/PrzeWMNqKG
Buy me a coffee! ☕💝
https://ko-fi.com/sippbox
...
If anyone in the Kush cookies discord FR can you send a link?
is there any easy way to add a hueshift to a quest avatar? the pc version of my avatar has a hueshift but not the quest side
does the new toon standard shader have that?
Hello everyone so I bought an avatar but never got sent the files it was just uploaded to my account I wanted to change some things on it myself but the creator said he'd just do it and it would cost an extra 200 to do so it's a minor change so I just told him hell no ill do it myself and he doesn't want to give up the assets I bought so if anyone knows how I can export the assets and other things to my phone as a file that I can send to my PC id really appreciate it
you can't export assets from VRChat, if that's what you're asking. Strange you bought an avatar and got no files.
Yeah - I'd try to get the files or a refund too... but if you the files weren't listed in the original deal, well...
Could be!
If you bought an avatar, you're most likely paying for uploads. Avatar creators rarely sell their avatar files
That's fascinating. My experience is only buying bases though, not customized stuff, so I wouldn't have expected that.
It's usually Anime Avatars. For example, Demon Slayer avatars
Site?
Oh, I don't buy or sell avatars in there
I usually just buy and sell avatars through discord with PayPal
What on earth :-;
I don't know of any, sorry
I genuinely just told you what I know about buying avatar, sorry
hmm?
I never mentioned sites at all
And I simply answered that I didn't know, because I've never bought avatars through any websites
honestly I'm not really paying attention, I don't care 🙂
Tbh, they might just be a bot
Idek anymore, people just be getting annoyed over someone not knowing something
I ain't reading that whole paragraph gng 😭
All I'm gonna say is:
I tried to answer the question in the only way I knew how to answer it, nobody mentioned sites beforehand, then when you brought it up, I told you that I don't use sites for it
Crazy
i would like to ask the people of here, why do you think that the quest/mobile limits for their performance rankings are so low, like really? 20k tris before poor? more like 15k actually but really?! why do yall think that these limits should still match to current advancement of tech in both phones and the meta headsets.
oh and the 10 mb llimit
should be like 15-20
because the Quest is a mobile phone
and the Q2 is still lowest common denominator. And when you run out of RAM, it crashes things.
Q2 is going EOL in '26 i believe
I also think that people who've actually profiled this have likely made good decisions.
but what is their reasoning. like did they test a 20k poly avi in an 80 max person server with 80 people all as the same avi? like that seems so unlikely
also the mb limit is so bad and so many people complain about it
if it was even just 2mb bigger id honestly be happy
even tho i still believe that 15 is good
and a lot of people would agree
i mean im sure there are plenty of pcs that have small hard drives, why isnt pc limit like 50 or sum
doesnt make sense
a lot of people who only have anecdotal evidence, sure.
like i understand fallbacks needing those limits but why not just make the tris limit like 10k for excellent 15k for good, 20k for medium and 25 or 30k for poor
honestly my main avi only having a limit of 10k polys cuz i wanna keep it "good" rank sucks honestly
i just personally think that the mobile limits just suck. also no audio
but ig i can see that being ok
just slightly annoying
The Quest 2 is not going EOL yet they just won't be adding any new feature updates but it will still be getting security updates
Also they're using quest 3 as a buffer we likely won't get any limit increases until quest 4 comes out and quest 2 is dropped
Has anyone come across any good Miyabi avatars that aren't complete low effort cringe?
better ask in #1138520828556890214
no
its not a vrchat mobile shader
The only shaders you can use for Quest are included with the SDK and the closest to that shader you have access to on Quest is Toon standard.
How would I make a metallic shader for quest?
just up the slider for it?
The what now?
The material has a slider for "metal looking"
i wanted to make an avatar but the rig does not work can i use an other avatar armature on this avatar
it gives me this error
but there is no shoulders bone
you require them
Does anyone have a fix for the reason why unity is saying there's a script missing for gogoloco? it also happens when i add a prefab for the avatar, it also happens with the pc version and i'd love to know a fix!! (I already reached out to the creator's discord server, but haven't gotten a response yet)
i just recently redownloaded everything (like vcc and unity) after getting a new computer
Did you add vrcfury to your project?
anyone know how to bring down the physbone transform count? i wanna keep the back hair physics but idk how i could, the transform count with only the back hair is already 104
re-rig it with less bones in the hair?
You can use the 'ignore transform' option, and only have the top couple of bones per strand. This saves transforms and allows the hair to at least move a bit, even if it isn't as cool as full movement
You can start by adding the end of each strand to the ignore list, and then adding a y value to the endpoint. If there is still too many transforms, add the 2nd to last and repeat that until the transform count is low enough
Any idea whats going on here? for some reason parts of my avatar are black. This issue isnt present on the PC shaders. I already checked what was suggested by someone earlier in this channel, this isnt vertex colors, there arent any vertex colors applied in blender. I am using the Standard Lite shader
have you double checked that there aren't any vertex colors?
thats not where you check for vertex colors
ah yknow whats happening? its adding the vertex colors on export
I reimported the avatar into a new blender scene and this is what it looks like
hm, for some reason when I join all the objects together, its applying these vertex colors
ok so it was vertex colors, just some weird automated stuff going on
well, thanks for making quadruple checking, it was worth it
newer quest shader have option to ignore vertex colors and way more options 
How do I get Quest Hue shift and PC Hue shift to sync, given that they're very different values?
Poiyomi to toon standard
use the same variable in the menu/parameters, but do different things in the animator depending on avatar.
Yes but do what different specifically?
Lets say I have one animation that has hue shift set to 0
That's the same on PC and Quest
Then I have one that for PC sets it to 1
and Quest 6.28 or whatever the max is
How do I get those to match animator wise in the blend tree?
again, don't - make them different things for each avatar, you don't care about the animators, you care about only the avatar parameters
you can have entirely different animators
They're using the same parameter and same blendtree setup
then use different blendtrees in different animators
you already said though - PC animations change whatever value that works there, quest ones do whatever is needed for quest
I can't give you specifics about what to do on quest since I haven't done exactly this on quest
Quick clarification
The animations sync fine
It's the colors that are different
I want the color to be the same
They have the same base starting value and same texture
I don't get why VRChat made Toon Standard Hue Shift go to 6+ instead of just 0-1
can toon standard have cubemapping?
Duplicate your animator, call it like "FX Quest" or something. Make a new animation that sets hue shift on toon standard to the highest value. Replace the animation that sets it to 1 with this new animation in this new animation controller. Put this animation controller in the quest version of the avatar
I think maybe you weren't realizing that you can just use a completely different animator and even avatar across different platforms
No, but depending on your use-case, a matcap may work similarly
when i use a latex matcap with speculer, it looks so light grey in some places lol a cubemappimg would be cool
?Tag scam
Hey ho 👋 I see you're looking for commissions.
You will probably receive DM's or friend requests from scammers now (or later) that will try to offer you their services. 😖
🚫 Absolutely DO NOT engage with those, regardless of how competent they might seem or their excuse to why they contact you.
This is unsafe practice used by scammers, and also breaks this Discord's rules. 👮
If you seek a creator, check out VRCTraders and follow their protocols strictly 🥺
(You will get DM from bot to verify your account upon join.)
🌠 It's extremely important to always DEEPLY investigate the account and social media of the person you plan to commission.
Is their social media linked in Discord? Is it legitimate? Are the references stolen? (Try to reverse image search posts to check.) 👀
The quality of fake profiles out there can be crazy good, be aware of that and NEVER engage with DM or friend requests that originate from the artist.
When in the slightest doubt, do not commission them and contact the moderators of the involved communities. 😱
What no I just want to know how to find somebody that can make me a skin for VR chat
And I'm not sure what the process for that is
read message all
So I purchase an avatar files, and I can't figure out how to get it uploaded to my account. Is there anyone who can do it for me?
That’d probably break the TOS of 99% of avatar creators
There’s tutorials online for how to upload if you have a computer that can run unity and vcc
Understood, thank you.

Just file-sharing isn’t the best. But if you need any guidance #avatar-help is a good start
Is there any other way to make avatars other than vroid or blender cause trying to fix the transparency is making me tweak out
Sure, you can use any 3D modeling program that can output a .fbx file
Hello am Here to be friendly?
What does crunch compression on textures do?
reduce your downloas size, a rly cool function
Does it reduce the avatar uncompressed size too?
So, if my uncompressed size on quest is 45 mb and the max is 40 mb, using crunch compress on all my textures should bring it down?
i have a download size 19mb with 16mb texture, 500k polygons, 1000 Material slots 25+ audios and mre
yess
500k polygons goddamn
My highest was 1.86 million :-;
woah
no, just the dl size. Will increase the time it takes for your avi to load as well
Sketchfab models have a LOT more tris than usual
So, how do I reduce the uncompressed size?
use the cutting tool in unity, if u have long clothes, delete ur body
Reduce amount of textures / texture res
Ah, perfect, thanks
This should stop my effects from going invisible
Crunch compression is a technique that reduces the quality of the image to compress it to a smaller size, it is like a zip file and when unpacked it grows into its original size, a similar, but less effective because it doesn't reduce the quality, thing happens to asset bundles in general, which is why they are always smaller than the actual size of everything, it is referred to as download size in VRChat.
Crunch compression does however have a flaw in it that makes it a terrible idea to have on avatars. When uncompressing a texture crunch compression takes full priority and rendering stops until it is done, a mild hitch when only one texture but the more textures it needs to do at once the longer that hitch will last, we are still talking milliseconds but if the texture isn't sitting in VRAM already then it will cause that hitch, so crunch compression only really makes sense on worlds where every texture is loaded in at the same time and stays in VRAM until you leave.
The fact people use crunch on avatars disgusts me
I dont want my game to freeze just because you decided to switch avatars
it's so annoying
Problem is 90% of avi uploaders won't have a clue about that nuance since they'd have to lurk the discord for weeks to know about it and just like the magic size reducer
I wish VRCWorld toolkit was merged into the SDK and had more info like this that popped up
Also just making the toolkit for avis as well
yep.
Sometimes it's required
It's either that or the worst quality textures in history
the fact you need textures that big is absurd
I doubt it actually is, worst case you just need to be clever with a secondary UV map.
Playing with secondary UV maps is fun
I just use 1024, or 512 if necessary
I never use 2048 at all, unless I've accidentally forgot to change it
those take up no space so how are you requiring crunch compression
Idk, my effects are going invisible on vrchat
When on quest
But on pc, they're fine
my avatars quest version looks fine in unity and ingame but everyone who uses quest says the textures are pink and i have no idea what to do
You actually using it for particles?
Dont material swap to a shader that quest cant use
Correct
One of our alters, Mr. Graves, has figured out how to get Transparency working on Quest somehow. (Left was updated using the method below, right is prior to the method.)
Rollbacked VRChat SDK to 3.7.2, imported a working transparency material from another avatar, and then went back to 3.10.1 to upload it and somehow fixed it. (3.7.2 is the last version that we remember transparency working on.)
Whatever update after 3.7.2 broke Transparency I think.
Hope this helps somebody!
I'm pretty sure they've banned any sdk that isn't the most recent ones
Never claimed to upload it with 3.7.2, we just switch it over to 3.7.2 and then switch it back to 3.10.1 since we use Toon Standard Shaders, which is not available in 3.7.2.
I cannot remember if the project was created before or after the new requirement, so take that with a grain of salt.
Even then, changing SDKs without uploading shouldn't be an issue.
anyways, evidence that this works.
how were you doing transparency though?
aha, that.
Again, not sure what changed between 3.7.2 and 3.8 (?), I just know it worked on that version and ever since I've created new projects on newer versions, transparency has not worked.
Somehow rolling back to 3.7.2 and uploading it on 3.10.1 fixed transparency?
Any changes should be detailed in the change logs, see in #announcements
Makes me wonder if it's due to 3.7.5.'s update.
Is there currently a issue with avatar not syncing between quest and pc?
anyone know how if i can just move in an updated FBX of a model into unity without all the rigamaroll of fixing the bones in the hand and asuch. all i did was made it so my hair had the ability to flow in the armiture
So another fix for transparency on quest is to make a separate material, and not converting an existing material. The reason is that of you change an existing PC material to a particle shader it sometimes keeps some data from the PC mat telling it to override the particle shader. We don't know why and vrchat is working on a fix but if you right click in assets and create a fresh new material the transparency works fine
What color are the effects? So for additive, it removes dark values. And for multiply, it removes light values. Also, the particle system can be applying a color to the material as well, so of you are using additive and the material is making the particle black for example, they would become invisible.
They actually take up quite a bit of space on quest.. we only get 10mb compressed size so crunch compression is necessary.
youd have to have several images
my entire avatar's textures take up only 223 kb
Most avatars have multiple textures
that's not really a good thing though, even if reality 🙂
hey yall im tryna update an avatar with the toon standard shader but whenever i try uploading to quest it says that the validation failed, why is that and how do i fix it?
We'd have to see why - post error messages if you have them
can't tell you much otherwise.
yeah sorry thats my bad, waiting for upload target thing
was this the right thing
is that the only error message?
If not, post the first 2-3, summaries are fine, but don't crop the window as much, so we can see the error counts in the upper right.
huh not useful. Ok check the build stats window, probably something there is blocking you.
would that be the control pannel? sorry im still kinda new to this whole thing lol
yes
it shows a list of stats and maybe problems about your avatar build. Red stop signs are bad 🙂
yep, that'll do it
i literally cant find what its telling me i click select and it just selects the entire avatar, and ive gone through every material and its all in the mobile shaders this thing just hates me lol
make sure you look at materials that are swapped on via animation
it's hard to say where other than to look in the animation controller
Who have a request in making vrchat avatar
what?
Ah, we use Poiyomi Toon Shaders for Transparent PC Lenses, and usually when we cloned the material in the past, we never had problems with changing to VRChat/Mobile/Particles/Additive or VRChat/Mobile/Particles/Multiply and it would immediately work.
In unity it will look fine, but sometimes in game it will not look proper/will just be glowing white.
Only sometimes, not always though
I've been always just making a fresh new mat though just in case
That's what it does to us, but thanks for the tip with the material side of things.
anyone know how to reduce uncompressed memory? i already lowered the textured like in the second pic, only kept the face high, some are at 32 as well
theres only 1 outfit on the avatar btw
least obvious scammer:
There are other things that come into effect with uncompressed size, blendshapes and I believe animations.
But you could have simply missed a larger texture somewhere, have you checked with https://github.com/Thryrallo/VRC-Avatar-Performance-Tools or the VRCWorldToolkit.
different blender export settings than was previously used - probably didn't set "apply scalings" to "FBX All"
or... you changed the rig a bunch and should redo the whole humanoid setup
Usually though it helps when you explain what action you just took to cause the issue in your pictures.
yea it was the FBX all issue
yep
Hey does anyone remember what this avatar was called?
Its one of the very first physbone avatars and one of my friends is looking for it
Whoops thank you, couldn't see the channel at first
Good
I can help you with it if you don't mind buddy
still trying?
Yup still looking. I have a friend helping me dig 💀
no, I meant Frank
What??
Anyone know the name of this avatar?
i found an avatar and wanted to take some assets to put on my private avatar but most of the file are like faded and i can only see them in play mode
Click on the parts
Then look at the inspector
There should be a small box in the corner next to the name
Click on it
dont have your view point so far forward
in the avatar descriptor?
its different for each avatar's height
there isnt a "put it to this number down to the thousandth decimal"
it needs to be about the distant forward compared to your irl tracking which is the headset
the headset tracking isnt the center of the head bone
the view point needs to be roughly where it would be
too far forward when you look down the feet go up
too far back the opposite
idk its your avatar
again there isnt a "put this exact number down to the thousandth decimal"
f o r w a r d
not up
I literally just explained it
^
not really cause that relies on your tracking
you can do build & tests
but that still requires to be in vr
builds a local avatar that only that pc can see?
and if you're doing a quest avatar, build & test tries to put it onto an attached android device or emulator
hello, i have an issue with the legs of my avatar locking up on quest, i've narrowed it down, its because of the digitigrade leg system and quest not supporting constraints so at the moment of removing them it breaks them, thus locking the legs
problem is, i dont know how to fix it
does anyone here have any suggestions/solutions?
click those autofix buttons
i did
thats what breaks the legs
thats the step at which the legs break
i've never had this issue before and im at a loss at this point
well you can't use unity constraints on quest, so you'll have to convert those, no way around it.
no i know that
i am able to upload it to quest
but the legs cant move without those constraints
Yes. That's why you turn them into VRC constraints, which can be used on quest.
... 😭
changing or removing the constraints is what breaks it
you get it yet? im looking for an alternative
not a straight narrow path towards the easiest solution, because that is out of the question apparently
since its what breaks it
im not sure how else to put it
If your avatar requires constraints, you either use VRC constraints or no constraints.
Do you know why they are there?
because of the digitigrade leg system
ok then you need VRC constraints to make that work.
sob
i appreciate you trying man but it's prob best i figure it out myself or wait for someone else with an alternative
the alternative is to not use a digitgrade leg system
really - there's no other way to do this on quest
hmm
i mean
thats what im trying to say by i removed it
i might be missing a step when removing it?
ok well if you removed it then you'll probably need to bring the avatar into blender and rework the legs and so they're not digitgrade
I've done a few digitgrade setups - constraints are how you do this
Without the constraints, you'll have no leg movement because the mesh is weighted to the digitgrade armature, and your body controls the plantigrade armature. Constraints are what makes the plantigrade armature move the digitgrade armature.
so my other option is messing with it in blender?
if you want to not have constraints, then yeah, you'll have to rework it entirely to NOT be digitgrade
it's totally doable with VRC constraints though
well
i'll do it manually instead of clicking auto fix
cause it seems auto fix breaks something
yeah that's entirely possible
yep, each of the constraint types has a VRC equivalent
:(
ok seems i got it
made sure all of the constraints are vrc
imma upload it again and hope for the best
it seems to be working now
ok yeah so it was the auto fix button straight up breaking constraints instead of just changing them 😭
adding that one to the list of "things i shouldnt fully trust in unity"
that's VRChat's SDK doing that, not Unity
though which of those autofix buttons did you use? The first one I wouldn't trust at ALL, but the second one I'd think should work
yeah, i tried both yesterday
kinda gave up today and came here and you know the rest of the story
The Spiri'vali has quest versions setup to not require any constraints, uncertain but pretty sure they should be in the default Spiri'vali scene somewhere. I can recommend reading the very well put together manual :)
And while I am confused why the conversion isn't working since I am pretty sure I have done the exact same thing myself, replicating the constraint setup with VRC_Constraints would just be tedious, but not difficult.
I think I glanced at that one and was unimpressed at how it worked, but I might be thinking of a different thing
The digi legs on the Spiri?
They definitely aren't the most digi of legs, but imo very digi legs are just really weird with FBT.
Yeah most of them are really half-assed.
can someone tell me why the security check on my avatar keeps failing for quest all of a sudden it always used to just not let me upload bc of the mb size but that doesnt even show up anymore
I'm tryna do sum.. I'm trying to use particle lights to make a flashlight.. is this at all possible on quest???
(I have done ZERO research prior to asking, I dunno where to look)
That was possible, but has since been patched. It was never an intended "feature", just an exploit. Has been listed as not supported component on this page for years https://creators.vrchat.com/avatars/avatar-performance-ranking-system/#mobile-removed-components
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is.
ooh I didn't know that got removed too, nice.
Likely not, they're really performance heavy
maybe when the Q2 is gone and we have more capable hardware
Hopefully
With the steam frame releasing, I think quest will be outdated fairly quickly
I doubt it, still a LOT of them out there and they run decently well
Touche
Oh well, if/when they add light compatibility, I'll still be here
hmmmm I could.. prolly make a no-light flashlight
Using mesh and the additive shader..
It gives the ILLUSION of a flashlight with no actual lights
that'll work
Yep yep. I like being smart (12% of the time)
the steam frame has functionally the same processing power as a quest as far as Standalone usage
Difference is it'll be able to run PCVR on standalone. Which is infinitely better imo
it's probably not going to be running the PC version of vrchat Standalone given it's still a cell phone processor
can someone tell me why my avatar keeps failing security check but is 8.72 mb for pc (ive been seeing this with alot of avatars recently)
post the build stats SDK window, maybe we could take a guess
but nobody here will know the real reason, that's not exposed to us
how do that
Switch to the current sdk
im using the current one tho
the place where you click "build and publish" - right above that are the performance stats and such. Show us the red ones.
oh alr
*all of this is less than it used to be
ye gods, I can see why that gets flagged
its less than it used to be and the older one was abe to make it through
they've updated checks recently so "it made it before" doesn't mean it will now
4000 bones really suggests you're doing something really, really ridiculous there.
all under 10 mb btw
so?
I already covered that.
the SDK will let you upload if there isnt anything that's an actual error/disallowed in the SDKs stuff iirc but that doesnt mean it'll pass the security check
so sucessful upload =/= works in-game every time
highly suggest optimizing because it could be a case of your stats being so far outside the limits that security is flagging it especially if the previous upload was on a older SDK version
Its on the latest😔
im optimizing rn
probably the bones tbh 😭
168 mesh renderers is also insane
yeahhh
i have so many unused bones i could js get rid of them
yep
why not?
when armature linking the tail flips sideways in play mode, any idea on how to fix this?
Yo any real one ons out there with a like a country eboy type-ish vibe avatar I ain't got no money but I'll dab you up
uhh for some reason this appeared. ive already posted my own avi a few times and been updating it regularly been playing vrchat for 5+ years and been teaching myself unity for close to a month and this is the first ive had this pop up any ideas?
oh ok now its fine. spegetti code be chaotic i guess
For some reason my gf friend is having an issue, everytime he puts this prefab on my avi, the physbone shows up on the PC side just fine but for quest, nothing shows up and they get deleted, the prefab worked on all the other avi he's done for her but I dont why it ain't working now, could anyway figure out an issue
I'd assume the avatars existing physbones + physbones on the prefab pushes it past the limitations and they get deleted on quest. There should be a warning in the upload tab with details if that's the case
Could someone help me with this problem?
its not an error just a warning
oh, well how do I fix it?
it doesnt really need to be fixed
just add animations to the empty states
where is the states?
in the animator
is it the one that says "Any State"?
idk its your model
fair
sorry i didnt respond, thats helpfull!! yea all the texture are low, but maybe its blendshaped or something i really dont know, i was using "build size viewer" but im deff gonna check out what you sent
dont spread false information or fearmonger
-# Translated https://blackwolfwoof.com/s/Nods7cgsbY6YQ9x/preview
also screenshotting lol
i wonder if the translation is right
this isnt tony stark tech
you cant just rip a model from a screenshot
Just sounds like photogrammetry.
i bet you could make a really shitty recreation though, like those 3d scan avis. probably just fear mongering though it wouldn't be a real rip
I tried something similar with the black cat, it's totally possible but the end result will look like some 4th generation inbred version of the original and take as much effort as just making an avi to begin with. In addition to that, rippers are, by nature, very lazy so I don't see this as a legitimate reason for concern
I made an avatar that can do that live lol but its just a shitty 3d scan in doom style
Judging by how thats worded the person will probably scream that it is ripping
Avatar ripping is not work like that simple horgwat magic
Here's a quick look at how avatar ripper are actually working.
Download VRCA from Local Temp Folder from there PC or Linux
And re-upload decryption blueprint and decryption avatar ID (blueprint)
After EAC is enabled, most Steler Mode clients have been baned,
but still there is Lot way to rip-off your avatar like injection client memory dump
but, VRCA is not a complete file that only displays compiled optimized texture files (So is not actually 100~500MB Textuer file is only about 20~60MB VRCA file)
So it is not actually can be edit or do any change of your avatar
Avatar, World ripping are dose not stoppable
unless VRC Dev says, 'we'r gonna block use personal avatars from now on' this won't stop
As avatar creator, As VRC User The only thing you can do is DO NOT Use avatars that you think are very important. in public
And avatar encryption assets into your avatar on Unity. (have a look on Booth)
DO Not Ask how to do, I will block instantly
To my knowledge the avatar and world files are encrypted now so you can't rip from game files anymore but you can still rip them from the z buffer Good news is you can't get the armature blend shapes or sounds
Your computer has to decrypt them render them, so unless you move vrchat to run on remote servers and stream the game to your computer or headset, then ripping will always be a possibility.
I mean it is more difficult to do, and some information is lost, which can make reconstructing it into a usable avatar quite annoying, and deters lazy people, but there will always be dedicated ones that make tools to help the lazy people out
People will really do anything but pay artists for their work lol
Does anyone know what I can use to make png faces for my avatar? I keep seeing this
most of time u can just skip and upload but if that error block while upload then bring error code
you can't skip that one.
the error message is annoying, you can't use that on avatars
Is it possible at all to make transparent textures quest compatible?
you can kinda sorta do it with the multiply blending shader but you can't use alpha blending
It looks darker when I do that, hm
yep
Seriously?? There's no good way to do transparency??
nope! It's really expensive for the lame little GPU in there to do, so it's not supported.
Use both additive and multiply together. If the mesh has only one material slot, just click the + button to add another. If it has multiple, dupe the mesh.
Use additive or multiply (or both if needed). They are in the VRChat > Mobile > Particles folder (yes I know alpha blend is also in there but for some reason they leave it in there on the avatar SDK even though it isn't allowed on quest)
can anyone explain this to me?
Bold to show that you are using nsfw content
Thats definitely nsfw
no @steady idol thye gave me one sfw and nsfw
You accidentally uploaded the nsfw instead of sfw for quest maybe? This box means that there are vrcfury installed toggles and such on the quest version that are missing on the PC. Since all the parameters sound nsfw this is my best guess.
Dose anyone know how to fix this for quest?
fix what about it?
Wouldn't that use up all the materials for quest?
yooo anybody in here thats cracked at uploading and optimizing avatars?
Or you could just ask your actual question, as I said in the other channel 🙂
happy to help in more ways than one