#avatar-help
1 messages · Page 280 of 1
how does one do that?
and I just assumed since it wasnt snapping with the body like the video/chatgpt said it wasn't working properly
Hey there! I've been working on an avatar for a while that uses the RP-Tools addon by Mamel (https://mamel1.gumroad.com/l/RP-Tools?layout=profile&recommended_by=library) and it recently borked.
It uses a grab sensor to put an item in your avatar's hand. However, it's not recognizing the grab from my avatar in VR mode and thus doesn't work at all. It functions fine in desktop mode, as desktop just skips the grab mechanic entirely
What could have gone wrong 🤔 It was working before....
Does anyone know which outline shader this is using? I really want it for my avatar
nearly impossible to tell from a photo
not sure. Idk how the glowing effect is done, but the outline can be done with an inverted hull outline and a stencil (so it only renders behind the rest of the avatar)
Thank you for the pointers, i'll take a look
I'm struggling understanding
when you animate something in unity, the object is identified by a path in the hierarchy, similar to a file path. This is saying that some of your animations are animating objects that do not exist, AKA the file path might be incorrect. It may just be that the object doesn't exist at all or that it's been relocated or renamed.
hello people, i have a goal to make it so my avatar can be picked up and dragged away by people. like someone should just be able to walk up to me, grab my hips or waist, lift me up, and just walk across the map while holding onto me.
all of the assets ive seen online that have a grab involved move the model but cannot move the actual physical location of you.
i was talking to someone and he mentioned i could try something similar to what gogoloco does using box colliders. it seems quite promising but i gotta say i have no idea what im doing, does anyone have any ideas
So for that exact error what should I do Rewrite it? as in I make it match what should be accessible?
afaik it's not possible to move players without input. You can use colliders to modify your movements, but some player input is needed to move a player without the world itself moving them. If you want the appearance of moving, you could try moving the model AND using a camera to force the view of the wearer to the camera, but this won't move the actual player's location. You can also try using stations, but those require interaction from the player.
My best idea for this is to use something like OSC Leash, which lets other people control your thumbstick inputs iirc through OSC
well i'm not really sure what the issue is, if there is any at all. Has anything broken on your avatar?
The toggles, everythings hooked up like I can see it on unity but in-game the toggles don't work
alright, and how did you create the toggles?
they were already made
did they work before you made changes to the avatar?
(if you did, ofc)
okay, and where did you get the avatar from? seems like you should contact the creator because they messed something up
how does gogoloco fly speed work then? cuz i can use that without touching the joystick?
is it not just box colliders pushing you?
is there anotther thing happening i dont know of?
you need to jump, that's still player input
no no like when you are in the air and click on speed and drag the slider towards 100
it moves you forward
that's modifying your falling movement, so you need to use player input to get yourself in the air (jump or walk off a collider)
oooooooooooooooooooooooooooo
:(
womp womp i guess
they should add support for this :(
Definitely not
Weird weird case and I can't figure out how to stop it.
I have a physbone i'm using as a knob (lever) and i turn it, then set it's position... when i move it wiggles all over the place.
I can't make it STOP moving
I'm considering making a recursive parent constraint that moves with it, then flps as soon as i let it go, and instead it weights to the bone and stops moving
Kinda like putting a weight on the needle that moves with the needle, but when it tries to move without me actually moving it, the weight is too heavy to let it move
Trying to figure how how to take flat texture maps and make them toggle able for one item in unity. Is this possible or do I need to go back to blender for it? Few concerns I have is I did change the shape of the item in blender from the original shape it came from. Anything special I need to do to make sure they line up?
You could simply make material swapping animation for the toggle.
That’s what I was thinking. Was worried though as all the videos I’ve seen, it’s a sphere for the materials. I’ve only got flat textures. Will they still work?
What are you actually referring as a flat texture?
They’re pngs/jpgs
Of course textures are just image files.
Then what do you mean "flat"?
Sphere vs flat
I think you had a little misunderstanding. Texture and material are completely 2 different things. Texture is an image file, and material is like an instruction how to paint things on geometry surface. You have to put texture into material first.
Alright. That sounds closer to what needs to be done. Is that through blender or unity?
The left one is also a texture, "Matcap texture" specifically. It's used for matcap mapping in material.
Matcap mapping is done by determining angle of incident on surface from view point.
Would you happen to have any videos I might be able to refer to tomorrow while I try and sort this out? I’m still learning everything and am brand new to all the terminology and such. I appreciate your help thus far.
I'm still not sure what you wanted to know.
You could just google some of the word that you don't understand. It's like fundamental for computer graphic so the same knowledge just apply the same every where.
If you google "what is matcap" you could get dozens of answers.
How to I put a texture into a material is what I’m trying to figure out
You create a material asset, in unity obviously. And you see in the inspector and you will see slots for texture.
if its not made for the actually avatar you will need to take it into blender to shape/model it so thay it fits better
for some reason, upon entering play mode, vrcfury fails to initialize, and none of the toggles work
Hi, I am wondering if anyone knows what model is used for this avatar? I think the face looks really pretty.
okie wondering how i can fix this issue of the model being super small in substance painter when i export the fbx from blender?
make a post in #1138520828556890214
set "Apply scalings" to "FBX All" in Blender's export dialog.
Can anybody help me make a avatar
That's what this channel is for. Ask questions, provide details, etc.
Okay
Anyone have any thoughts on this?
Probably difficult without seeing it in action, but those settings seem like where I'd start
I have tried fiddling with the settings, I can't make the bone sit still
It rotates like mad when I move
you clipped out the Immobile setting - what's the value for that?
Full
Which, according to everything I've read , should make it not move
But it does
yep, that's how I read that too
Also stiff claims it will stay at the rest spot, still moves all over
Like I've checked in both unity and in vrc. The bone shakes all over. Even with me just moving my arm
It's a knob on a Pip-Boy I've been working on
Oh. It didn't embed
Oh well
that's neat
Both the turn knob and slide knob are the problem
I move my arm and they rotate like mad
I made it so I have to do the thumbs up gesture for it to trigger the music and night vision and wireframe that are on the knob positions to try to stop it, but then I do thumbs up when I haven't touched the knob at all and things end up turning on
Which kinda makes it so I can't do thumbs up at all
My only other idea is make a separate fx layer that turns off the physbone when I'm not doing thumbs up, so it just CANNOT move. Thumbs up to turn it on...rotate it where I want, then turn it off again by doing any other gesture
why are my textures coming out weird in unity but is fine on substance painter?
same UV map?
should be i didnt change them i even exported the model again :') to double check
hi, i am new to making vr chat avatars i am trying to make a simple plane model of a gif and every time i try to upload it and bring it to the game he's just like.. sitting on the floor instead of standing up. i have the plane rotated the right way in unity but i'm not sure why when i get into the game it's just stuck on the floor
any help could be appreciated
does it have an armature ?
no, do i need something to prop it up?
also fml i exported just the head and aparently it gives me a different uv map somehow hhhhhh so i gotta recolor all those stipes AGAIN
an armature helps it move haha
nah i just got the plane and i threw a poiyomi shader on it if thats important
ah uhuhu yeah it probs needs an armature along w other basic model things
can i just throw like one of those in on unity or do i have to use blender or something
You can't make armatures in Unity, you'd need something like Blender
okay so the uv map is different in substance compared to blender is there any way to combine them or do i cut my loses and just retexture the stripes from scratch again?
yea man i just dont know how id add bones to like a flat picture and i dont know how everyone elses pngs that i see on youtube come out standing up but mine r glued to the floor just feel like im doing something silly wrong
have you checked to see if there are 2 UV channels? you might have multiple UV maps on the model. If so, you can actually bake the texture from one UV map to another
tutorial for baking from one UV map to another ^
if you have no other textures designed for the "wrong" UV map, then you can simply switch over
now, if you don't have the UVs that you need in Blender (i.e. you only have the wrong UVs), that's more annoying..
does anyone have the sdk avatar for gestures
cuz for some reason mie doenst come with that stuff for the sdk samples
you might be watching an old tutorial/using outdated information. You definitely have the folder, but it's called something different now. Go to Packages/com.vrchat.avatars/Samples
https://i.gyazo.com/e2182dc116a77b5652bdf053790429fd.mp4
GUhhh why does it keep moving
what is the problem and what is supposed to happen?
Hi could someone help me troubleshoot a avatar on call and screenshare?
I bought a blender/FBX avatar model and imported it into unity with the sdk. Iin unity face looks normal but in vrc build and test the upload forces a weird smug open mouth expression. ive tried pretty much everything i can and it wont fix
the FX likely has a "default" face in it's animations you'd have to remove
i saw the video, but I'm not sure what isn't supposed to be moving
RUna is like that, for one
like i have no idea what you're trying to do
the bone that's moving like mad XD
it's not SUPPOSED to be moving when my arm moves
but i can't make it stay still
I'ts supposed to be a knob i manually turn, but instead it just swings all around
yeah thats what I suspected i already tried setting FX to default and none but maybe theres still a baked face animation somewhere. how do I check which animation/controller is forcing it and remove the default face from it? also im still pretty new to unity but ive tried everything ive heard of from researching
that was very hard to catch in the video, sorry, but do you have the "immobile" slider set to 1 and immobile type set to both?
Yep!
it'd be on the "gesture" layer
Some japanese makers decide "this is the shapekeys i want set" and then set them in EVERY gesture animation
instead of just setting them and leaving them
like the gesture for "smile" will also have "EYES OPEN 100"
is it actually moving? i can't tell in the video, but is it actually moving or is the angle parameter just changing?
dude, if you didn't close the eyes you don't need to force them open
there are bugs related to immobile not working with certain motion and bugs with the angle parameter changing/jittering even with the physbone immobile
Yeah it's moving, and the angle param is going whild because of it. WHen i stopped the animation it was left here, That's not where it started
it honestly may just be a physbone bug, because everything looks correct in your setup :/
that's what i'm thinking, but it's driving me nuts
because as you can see in the video, the knob is turning and turning on everything the knob does XD
it's a wheel that goes music > nightvision > wireframe scanner
and when i initiate a dance (or move my arm in vrc) it goes wild through all the states
the gesture layer slot says none. i tried overriding gesture with a blank animator controller twice and it didn’t fix it either times really confusing
so far from looking up fixes ive tried resetting visemes/lipsync disabling FX/gesture layers. removing expression toggles. fresh unity project. detaching pipeline manager. changing shaders/materials. disabling imported animations. checking blendshapes are all 0
honestly idk what else to do
Hey if you find out why then tell me too, idk if its us just being dumb and accidently ruining our uvs or its substance painter actually just redoing the uvs for us, ive turned off auto uv in substance when importing though everytime
It rarely happens to me though
if the face changes when you hit play, there's an animator somewhere.
where else could it be coming from?
FX, action, base, or an animator on the prefab mesh itself?
hit play, have the animator tab open, once everything is loaded, click your avatar and check out the animator that shows up
i chose the suffer route and just redid the stripes
i feel like this could be fixed if alongside "phsybone" they made a basic "lever bone" setup where you can have a bone that bends and doesn't move otherwise, only bending when a user makes it bend
Fair enough, the method I used was to just cope with having no more blender workflow and simply export the new mesh inside of substance painter instead
And just drop the new mesh that had the new uvs substance created back into blender
https://i.gyazo.com/d7f50583d81db458578aa4c6438c1b5c.mp4
Made a new vid showing how the bone is moving
even when i'm not animating it has a tiny bit of wiggle, but i figure that's just unity being unity
It's the movement when the arm moves that's the problem
in play mode there’s no controller on the animator component and the animator window is empty but the avatar still runtime loads with narrowed eyes and open mouth like an expression is active. all blendshapes show 0 in the SkinnedMeshRenderer, I tried blank Gesture/FX controllers, removing visemes/lipsync, fresh project, etc
very weird
i really have no idea i feel like ive been and tried every possible issue there is with this avatar
at the same time one other person had bought this model and uploaded it without any issues everything working perfect, I tried DMing about it but unfortunately just never got a response at all
Okay i got a fix of sorts for MY issue. I set the bone to pull:1 , and when i turn it, it activates the mode i want.. then snaps back to 0, and then DOES NOT MOVE during the dance ... and it just stays on the mode i had put it on
if you had 0 pull then literally none of the settings apply on the physbone and it just free rotates
so 1 pull and 1 stiffness?
any pull above 0
Anyone have experience with the VRC Head chop component?
Somehow, my glasses are visible in first person, making the avatar basically unusable. It didn't used to be this way, but I'm not sure what happened.
I have some confusion:
- is that since the glasses are a child of the head bone, they should be automatically culled from first person anyway, so not sure how they're visible.
- Even after adding this head chop component, they're still visible. Not sure how. Do I have the settings in the component right?
well, i tested, any pull with stiffenss makes jitter, but if i delete stiffness and just use pull, the bone snaps back to 0 and the animator ignores the rotation and basically stays on the setting it was on as if i locked hte bone
It ignores the snap back to zero, and doesn't see it as part of the conditions to go back to start. so... eh. it works
it stays on the mode i put it on and doesn't flip between .. it's visually not what i wanted, but.. it works
¯_(ツ)_/¯
have so far tried a quad and a cube and neithe rof these have worked perfectly is there no way to fix my plane thats laying flat on the floor without adding bones and stuff
the videos i've watched they stand stiff as a board just fine im not sure what im missing
Potential fix could be to have the physbone use an empty and then drive the bone with a rotation constraint. Then you can use the 'isGrabbed' parameter to toggle the constraint on/off
This way it can only move visually if you are grabbing it
what would i click in unity to make it the same as the one in blender? (right)
Is it missing a texture
Try disabling backface culling or setting culling to "none" in your material settings
If that option isn't available, you may need to use a different shader
this thing? im using poiyomi pro
It should be in the rendering section
tysm :D
head chop is for making head bones visible
the component also would need to be added to the parent bone
it can’t resize a skinned mesh
So I experimented arround, and I'm not sure what the issue is, but I've recreate it in a new project and there it's working fine. In the main project, adding the glasses to a fresh avatar pre-fab causes the glasses to be visible,
in the new project, adding the glasses to a fresh avatar pre-fab causes the glasses to behave correct, and invisible in first person.
Not sure what I did, but I think I messed up some kinda project global settings?
Thank you for your help though :)
Yeah. It was something in that project that was acting weird.
I just exported the avatar I was working on as a unity package, created a new project, imported all the dependencies and went through the setup, and imported the unity package from the old project. Glasses are now behaving normally.
Idk what edge case I ran into, but it's literally the same avatar hierarchy. Defiantly something weird was going on. Just glad it's working now.
its ben a long while since iv done anything with unity and i just updated some textures on my avatar now i have a problem
how do i fix the broken camra and blinding light
I have gotten this error 3 times
I have checked my sdk and it should be the newest version
@toxic compass make sure youve empty blueprint id ie it looks like the image #avatar-help message
its near avi descriptor
I was able to fix it i apparently tried to update the wrong thing
here is a better photo of the problum im facing this is how my avatar camra is stuck and this bright light
figerd it out
camra and light sorce hidden in clothing object
can someone make these modles into avatars and send me the link cuz i really dont want to use unity ever again so can someone help make these into free modles pls
these will be needed
and these
How do I stop my avatar from going weird when animating inside unity
hey i was wondering how to make custom animations (a dance specifically)
i know how to add them and stuff but i wanna make my own
do i make the animation in blender or something?
Can anyone upload for me idk how ;^;
;^;
i have a video that plays are you sure occasionally dont mind it
Idk if I have the right stuff
?
Like I've never done it before
OH
Mhm
I dont have a pc is what im saying
Mhm
Ik
but i VERY much dont reccomend it
But I have no one to do it for me
Done it before but the person that did it for me is no longer here
so
what are you asking exactly
are you trying to find someone willing to do commisons?
Asking for someone who can upload for me
Quick question. Working on a stencil shader. The HL1 tram avatar I've noticed draws it's depth buffer over the background but not the foreground, how could I draw over the world model but not the avatars inside it?
how does one fix when using facetracking when i look either to the left or right my eyes go black, how would i fix the texture for that
you'd have to see why it's happening first
Does anyone here work with cryptiacurves models? Particularly the new redesign ones?
Ooo my friend made me and edit of the bonfie to match my sheep sona
how do i do that?
someones can help me creating an avatar in real time
you investigate and figure out how it works and what about it isn't working
I'd start by checking out how the eyes move and see what it takes to cause the effect you're talking about
if you mean you ask questions in here and someone answers, feel free.
if you mean in a video call you should probably state that
'cause this channel can be reasonably real-time
have you tried youtube videos?
i need help
ask your questions, provide details, etc.
I accidentally deleted my Unity one day, and tried to reinstall it (made sure to get the right version too). I was able to create new avatars like normal, but when I tried to open/edit older avatars that were made using the Unity I deleted, it would not let me open them on the VCC, and when I managed to open them on the Unity hub everything was gone except the GoGoLoco files. Should I just accept my fate of losing the access to 60+ avatars or is there a fix to this?
that's what I had to go through like a few weeks ago....luckily I had some stuff copied to another unity project that's for world building and I had some avatars there and I just reveresed engineer some stuff~
for the future:
i recommend you using a cloud save thing like github so that you can restore your whole project if it ever gets deleted by accident on your local system~ i had to learn it the hard way here XD;;;
anyone know where i can get a emo catboy avi? (my main avi was that and now its gone. so thought i should ask for some help)
please and thank you
So I have a question does anyone in here make VRChat avatars if so what do you use to start doing avatars?
from what i know its unity. havent made one before, but just saying lol
im a game dev of 8 years, and I've been making lots of excellent rating, QUEST friendly vrchat avatars.
you need blender, unity and the vrchat avatar sdk package~ instructions are on vrchat's website as well for the uploading part
hey johnson do, can i ask something?
whats easier. to make or to get a free avi. whats easier?
it's always easier to try to get a free avatar and possibly edit it yourself to get comfortable with modeling 3d~
otherwise, if you're just looking for more options to wear in VRChat, just finding free avi's is fine~
im just looking for this, i could send a screenshot if you need it?
Making avatars takes so long even if you're just uploading a cube and that's your entire avatar~ so only make avatars if you really want to learn new skills and have fun with a new hobby
i only wnana play shooters and hange with my friends, not learn 4 years of coding lol. my dad does unity coding, but it wouldnt intrest him if i asked
you might have to do some digging around and find the avatar~ which i can't really help with cuz i use avatars I make XD and I only have time to do paid commissions~ sorry budd
very cool still that your dad has unity knowledge! nice!
any maps you recommend? prismic hasnt helpt me find what i want
that would be my only bet! sorry!
i've only ever searched for avis in prismic
thanks for the help hohnson, see you around :3
I just bought an avatar and after I was done editing and trying to upload, I keep getting this message
maybe clear the blueprint id and let it generate a new one
I found the issue, dont worry! Visemes stuff
of course it's visemes
does anyone know why when I configure my humanoid rig in VCC, and enforce T-pose it doesn't save? Even when I apply and click done?
this error isn't being amazingly verbose
I don't think that's what that's for
what do you mean
if you're trying to change the default pose, do that in blender
It's saying that my default pose isn't in T-pose because a few bones are off by centimeters, but I clicked the "Enfore T-pose" button that fixes it but when I click Apply and Done it reverts back
do you know how I can do that?
do you know blender at all?
like the bones are off by inches but idk how to perfectly align them
yes I know blender
you really don't have to perfectly align them though
but if you actually want to, edit the armature, reposition the bones
really? because this error is making my model stuck in T-pose because VCC can't recognize it was a humanoid
VCC is not in play here, you're working in Unity. Show us the error message(s).
I'll load it up and show the error message
this is what I see
Do what it tells you to do .
I did, like multiple times and noting happens
no - I mean literally read the error message
the error message in the console says I have ambiguous transform
not in the console, in this image ^ you just posted
it says this
There you go, that's the actual problem.
the T-pose thing is not a problem, that is.
Is it the name of the bones?
yep
but I'd rename the head mesh. well, I'd join the head to the body, but that's up to you
I'm asking cause I've renamed the names of the mesh and nothing happened, so it's the bones that need to be changed
no, it doesn't technically matter which one you rename
I set up gestures with VRCFury, if I join the head to the body will it affect that?
I don't use Fury for that so can't really advise.
I don't know what's red so can't answer that either. But that error message clearly says it's the objects called Head that are the problem.
so do I have to go back into blender and change the name there, so can I just do it in unity
I tried changing it and unity and the mesh goes back to being "Head"
I don't think you can change that in Unity
i need help porting my roblox r6 avatar
Could someone possibly help me out with particle trouble? I made a cool ass Soul Punisher effect for my DBS Gogeta but the entire thing doesn't activate upon death of the parent emitter.
Need to fix that in blender
its fine in blender
Whats the emission settings of said particle effect
Need to be less vague
help me I can't log in to VR chat
it was perfect until it whent to the pose thing
"Pose thing"
can i tell you details in dms?
Why
nvm then
this is the VR chat pose or what ever
So a model ripped from source
Why the hell does a roblox model need to be in dms
Im all good now
Source rigs are not not great being imported into blender/converted to fbx
You need to fix the armature
ahhh
i thought people prefer dms for this, my bad
the armatcure got messed up
hi, for quest, is there a shader with emission that doesn't make the rest of the mesh darker? like, if i try to add a white emission to a white hair, the rest of the hair goes way darker (even if scene light is max)
Toon Standard not working for you? The other options are pretty limited.
Also, add some screenshots, plz
oh yeah that one's great, thanks, been suggested to use standard lite
i need help on porting my roblox r6 avatar with floating arm limbs, with quest support
i tried porting it, it ended up being invisible in the game, i dont know if it has to do with the rigging or something else
Youd need to show what you have done
on blender and unity?
Unity
is this good?
Thats the rig view
tell me what to show?
The actual scene
good now?
Why is it in the floor
Why is it 240 meters scale
Why is the bounding box 0,0,0
origin point
it was like this, didnt change anything
idk how to change it properly
Why is the skinned mesh renderer on the root
i lit have no experience on unity
Origin you fix in blender
is this good now??
You didnt apply transforms so the origin point didnt even move
Why are the parts individual meshes
limbs
That didnt answer the question
the parts are for arms, legs, torso and head
But why are they separate meshes
(Aka crouching into the ground)
That just needlessly adds draw calls
so then what do i do?
Thats a non-issue
Its just the default pose every animation is referenced off of
It kind of is for me
Is there no way to start off with a t-pose
Apply transforms if you havent already
Are the separate oarts actually weight painted to bones
i have no idea anymore man
You can use a tpose animation sure
How?
Find a tpose animation like the one from go loco and just edit it
What are you even trying to do with the animation
Edit the hand's fingers to be holding an object
Just add the keyframes for the hand animator keys and just pose the hands that way
It shouldnt matter if its in the bike pose or not
Alright ig, thanks
did i do it right now?
I have absolutely no idea how you have a renderer on the root because that is always on the object named after the mesh
You didnt apply transforms when you moved it up
i did
The orange dot is still unmoved compared to the model
The dot needs to be at the feet not the center
Why is there a decimate modifier
Where is the armature modifier
optimizing polygons
Why is it not applied
i dont see an apply button
There is a drop down
Does it actually move with the armature when you pose it
no
Then you have not weight painted it
i wanna start from scratch rn
this may be a dumb question but will rotation constraints applied to say, the hand bone that's applied in the humanoid rig setup effectively stop any movement without causing any problems? just need to know if i need to set up this rig a specific way, i need the bones circled in red to not move at all or at least move minimally
Not a dumb question at all! This is actually tricky and you may need to experiment.
Unity humanoid requires the hand bone to be mapped. You will also need the fingers, but not all of them, and not all the joints either.
The hand and finger bones won't be weight- painted, just added to the humanoid setup in Unity.
The finger setup needs extra finger bones parented to the forearms. These are the bones that will actually move the robot fingers and have both the weight paint and rotation constraints using the humanoid fingers as the source
This might be a dumb question, but I am trying to add something with VRCfury, it shows fine when doing tests in unity, but when I get into the game it stretches like no tomarrow. Where would I even start looking to fix this?
Could someone make this an avatar
If you just need to prevent the fingers from bending, then you can assign all of the weight to the first finger-bone
Looks like some of the vertices have bad weights
so, they're following the wrong bone (or have no bone at all)
See if you get any warnings when you reimport the model asset in Unity
Does anyone have experience with FoxyFace here?
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The more details you give upfront, the easier it is for others to help you quickly.
FoxyFace face tracking is not working.
I'm using the latest FoxyFace release from Github for face tracking on desktop with my webcam. I have both the app installed and the module installed on VRCFaceTracking.
The module is enabled, and parameters are incoming but not outgoing.
The avatar has parameters for face tracking.
The app is connected to the interface module on the VRCFaceTracking.
OSC is enabled.
I've tried switching the IPs in the VRCFT section. Restarting either application doesn't working. Restarting VRChat doesn't work.
Did you confirm it's working with known public avatar, or it's an avatar you uploaded?
hey i was wondering how i could make my own thingy of this? since i cant like name it or anything
Yeah, I've tried with a few different ones. That one was one I uploaded, but I've tried with publics as well.
You should try asking in the vrcft discord, since this channel primarily focus on avatar creation.
Gotcha. Thank you.
You probably can use MoveMenuItem component to change menu name. If that isn't what you meant, then you have to give better description.
I am tryig upload a kajo for furaity and everytime i try uploadin it i get these errors
See the error at the top of the list first.
i looked and i dont understand the isse
If you want people to help you look at it, you have to also screenshot it.
i did
i sent a screen shot of the eerors
That wasn't showing the error at the top of the list.
Note that, you have 16 errors reported in console, but you are showing only the bottom six errors.
That seems like you're missing lot of files. Have you checked in the Hierarchy panel and see if any object is showing red name?
none of them have red names
Clear console first and click build publish again. See what error left.
kk
thers no blueprint
The avatar optimizer looks broken. Try to disable it if you can. I don't know how to use that optimizer.
kk
The message about the blueprint ID is a side-effect of the previous messages, it's not the problem here.
noticed vrchat proxy with open hand, when it get replaced ingame it does this wierd flip on last bone in some of my avatars , so i duplicated the proxy - renamed it and made it 2 frame, now it doesnt do the wierd flip on last finger bones 
i'm still getting this error, but when i removed a clothing prefab i get this instead.???
Cannot start an upload against anything but the latest version of this file˸ 4‚ 2
weird, never seen that one before.
my whole project is not happy
i cant upload it
i've used a vpn
ported everything from one project to another
my pc avatar worked just peachy keen
whenever i try to even just upload this to test it without pushing it to the blueprint id of my pc avatar, and instead try to use the sdk tester
it gives me an "adb failed" error
i am losing my fucking mind over this
try a new project - dont import anything - upload a cube to see if you have something that doing wierd things - same error ? isp 🤷♂️
aye
i turned on api logging and tried one last time just for more info on this
i'll do the cube thing now
this is sdk 3.10.3 ? or 3.10.4.beta
i suffered the same issue on 3.10.3 so i switched to 3.10.4b1
it didnt't fix anything
i also upgraded the pc version to 3.10.4b1
the cube uploaded just fine on windows, im gonna try android now
worked just fine again
???
time to hunt down the script/package thats doing it on other , i dont rely on scripts for my avatars much , vcc make it easier to update if you using any
i have 2 toggles made from vrcfury
uh
that's really just it
they were originally modular avatar
but i updated them cause it didn't seem to sync correctly in relation to the paramaters
fuck
im trying to even just get it to upload to my quest
i have literally no other adb device connected??
You should be choosing "Build and Publish" instead of "Build and Test".
build and publish is currently broken to hell for me
scroll up and you can see the issues im having
im throwing anything at the wall and seeing what sticks
Choosing Build and Test also has its own issue as you can see.
fairs
Build and Test for an Android build requires a connected Android device or active emulator.
You had been able to upload before?
yes
umm hi i need help
the version i used before that i could upload had modular avatar toggles, the only change i've made is swap them for vrcfury toggles
this is the place.
Look like file record is broken somehow. So try clearing blueprint ID and upload as a new avatar.
umm umm waht do i do
i tried reloaidng it but it dosent work
looks like an issue with your unity, maybe reinstall it
if your avatar was previously uploaded, you can just copy the ID of the uploaded one and put it in manually into the blueprint section again
oh wtf that worked
That's irrelevant. File record is how the file server manage the file version that got uploaded.
it's currently frozen at uploaded file 100%
it's not progressing at all
it did however upload
this is vrchat's end it seems
Was it like this previously before it just reported upload failed later?
the upload would fail upon start
oh shit wait
i just needed to be patient
it worked fully
So file record was broken.
vrcfury is irrelevant since it doesn't do anything to vrc server api.
yo i need someones help on getting some assets inputed to my avatar
yall i cannot for the life of me find the setting to either get rid of the face shadow or make body to match it,they are witerally the same color from the front
hey all of a sudden i cant upload my avatar and i keep getting these
all i changed was the color of a material
I made custom locomotion animations for my avatar and I put the FX in the locomotion tab on my avatar descriptor but it’s not showing up in game, can someone tell me what I can do to resolve this?
Not fx, the animator controller my bad
oh okay, then yeah, that's where you put locomotion animations.
just above that you also seemed to have picked blendshapes for eyelids but not provided a mesh
i fixed it it was the gogoloco
excellent
does anyone know how to fix this ive tried 100x of diffrent things
did you reinstall Unity? Did you check to see if that process is blocked by Windows Defender?
Hello! can someone help me set up my kipdel avatar for vr chat and a vrm file? Im very new to this and unity and with all the videos and help folders ive been reading i just cant do it all on my own. I need help lol. I have my model in a unity project as well as a vr cc project, but when i try using the avatar in vseeface, the facial expressions arent being used, and in vr chat cc, I just have no idea what im doing at all.
That's what this channel is for. Describe what you've done, where you're stuck, ask specific questions.
okay. so first, I dont know how to link the eyes for eye tracking. I tried assigning them like in a tutorial video but when the eyes are closed, theres a white space under the eye texture.
really its motion tracking as a whole
I can help set it up for you if you want.
The VSeeFace issue is usually related to missing blendshape mappings or incorrect VRM export settings, and VRChat CC setup can be a mess when you’re new to Unity.
If you send the Unity project/screenshots, I can walk you through the setup or fix it directly.
Please! Thank you so much! Should I send to you in a dm or do it here?
Thank you for pointing that out! I’ll have to fix that, but do you have any idea on why the locomotion animations won’t work in VRChat?
I don't know what you mean by "won't work" yet, got more detail? have you confirmed they work as you expect in the editor? in play mode?
They don’t work in play mode or VRChat, the avatar just does the default animations even though the animator controller it uses only has the animations I made
You have gogoloco?
Yeah
How
All you have to do is go into the gogo folders and find the base layer WD. You click around there and replace the standing, prone, and crouch blendtrees with your custom animations/blendtrees.
There is like 3-5 slots per locomotion type so make sure to get them all.
I'm on my way home so if you don't find it by time I reach home I will screenshot all the locations to change
Ok thank you so much! I’ll try it out when I get the chance
And when you replace the blendtree, it's going to ask something like "are you sure you want to delete blah blah" and just click delete. It's just deleting all the transition data stuff it generated between that blendtree and the next node or whatever, so your not breaking anything (the transitions will all still be there)
Ok thank you!
Don’t worry 😭 Unity and VRChat setup is confusing for almost everyone at first. The white space under the eyes is usually a blink blendshape or eye material issue, and the VSeeFace expressions probably just aren’t mapped correctly in the VRM settings. Send some screenshots of your setup/errors and people here can help you step by step. Or you already get that done?
Not sure if this is allowed in here but does anyone know the name of this avatar?
#1138520828556890214 is the place for that
Does anybody have a good video or clear instructions on how to upload avatars? I downloaded a free avatar from payhip but I don’t know what to do after I download the link
Thanks for the help. I think to avatar might be the problem then cause that video was straightforward and it still ain’t working
feel free to describe the situation, maybe we can help
I put the packages for the avatar into Unity and they uploaded but I can’t get it to where the avatar goes into the scene and I can upload it
The video was showing how to do it but the character I’m trying to download doesn’t have a prefab that just drags onto the screen and does that
The only thing it gave me was a Unity package
ok so import that into your project
Yeah I did that but now I’m stuck, it’s all on Unity but in the video they drug a prefab I think onto the scene and then the character appeared but I can’t find the prefab to do that
you'll have to see what came in the .unitypackage - maybe a model file, maybe a scene
got a question, how do i make outlines for like anime characters in blender i’ve been struggling can’t figure it out
are you making a quest-compatible avatar?
Edit mode -> shift + d -> right click -> p -> separate by selection.
yeah
I'd think you would duplicate first?
Ahhh yes very important
Ok then on the new mesh
hmm ima try rq
Edit mode -> a -> alt + s -> scale up a lil (hold shift to scale slower) -> enter -> mesh > normals > flip
I think that's the whole process. Look good to everyone?
i think i’m slowly frying my brain rn
Explain what you need help with.
think i’m missing something 🤦🏽♂️
the idea is to duplicate your mesh and scale it up slightly, then flip it so it's inside out, and then that becomes your outline.
opening up the blender rn, what happened?
ima try one more time to just see if i’m doing something wrong i’ll brb
I might have missed something in my simplified explanation, let me try real quick
I need help finding this avatar
Is it just me or did the time for toggles to Sync Go up? (Like the past few weeks? I have a world Drop and it is at different Places for my Friends)
Same with outfits
should i have backface culling on the material ? that’s the only way the outline works just making sure
yes, use backface culling on the outlines
and for optimization, set the outline to a different mat in blender, then you are safe to re-merge the meshes in object mode with ctrl + J
alr thanks alot
heyyy i need help i try to upload and test my avi but this keeps popping up, tried to ask reddit but no one helped lmao can someone help me?
did you do the rig setup?
rig setup? yea i think so
look in that window, make sure there's a chest bone mapped
is it fine if i dont have a spine bone then?
no
you need hips -> spine -> chest -> neck -> head, in that order.
(optionally an upper chest bone)
find the model file, inspector, rig tab, "configure" button
ah ok i see
i addded a chest bone and i weight paint it in blender ill coe back to see if it works
yep, that's the right thing to do
unmap the jawbone in the rigging setup
(unless you actually use it for speaking)
I have bone blendshapes/shapekeys for the visemes
and the jaw bone is mapped properly, I tried both unmapping it and keeping it on and same thing happens
It should not be mapped if you are using blendshapes
oh...do I have to restart it? because it stayed stuck even when i took off the jaw in configure
you shouldn't, just have to apply that in the same window
hey so does anyone know how to do blendshapes for 2d texture faces? I have been trying to do some more stylized low-poly models and this is stumping me
Yeah, usually people either:
use normal blendshapes with a mostly static texture
or swap face textures/UVs for expressions instead of deforming the mesh
For stylized low-poly models, texture swaps are honestly super common and usually look cleaner.
yeah I'm just wondering how exactly I do texture swaps because I have all the expressions I want to use. but I'm also working with wanting to add alternate textures of the character
Ohhh okay I get what you mean now 😭
If you already have all the expression textures made, you can usually just set them up as material swaps/animated textures in Unity through the FX layer instead of using actual mesh blendshapes
And for alternate character textures, you can basically do the same thing tbh — either swap the whole material or animate specific texture slots depending on how organized your UVs are
I used some seams to separate the space for the face and a separate seam specifically for the mouth so it can do visemes probably I was really just wanting to make nice optimized models for people to enjoy
H
does anyone know how I can make this model work with unity and the vrchat sdk? ive been trying to make models like these work the way the tutorials say that they're supposed to but when i apply the humanoid rig it says I don't have enough bones
i think i ready that I should use the generic animation type but it also said that it requires extensive knowledge of unity which i do not have
im about to give up already, everybody has been telling me to locate the chest bone but it doesn't appear to have any. Is there something i can do to upload it without the chest
Simply no.
yeah that usually means the rig hierarchy is missing required humanoid bones or they’re mapped weird 😭
i’ve fixed a couple models like that before though, so if you want i could probably help set it up properly for vrchat/unity
nah don’t give up yet 😭
if the model genuinely doesn’t have a chest/spine setup then humanoid won’t validate properly no matter what you click in unity. usually you either:
- add the missing bones in blender
- or rebuild the rig into a proper humanoid structure
technically you can upload it as Generic, but that comes with a bunch of limitations in VRChat and can be kinda annoying later
if you want, send me the model/files and i can check the rig for you because at this point it sounds more like a rigging issue than something you’re doing wrong
that’d be great would u mind if i added u so we could do it tmrw
no problem
see the diagram pinned in #avatar-rigging for what the ideal humanoid avatar rig looks like (but note that it shows the optional upper chest bone)
gulp idk what to do abt this error...
vrcfury or modular somethingsomething, 2nd time i seen that error
duplicate av, remove stuff until it stop doing it , i dont use any of those
here is another one i saw yesterday
dont recommend using the newest sdk (beta) scripts probably not updated for it
would anyone do the weighted paint on my avatar ive tried so hard but im just lowkey bad at it,i could like give 1 month of vrc+ ik its not alot but eh (its my first avatar)
its okay if not
throw it in mixamo see what it can do ( export fbx with no bones / weight )
Same
Look at the console for more details
it just talks alot about the api error
Loop at the topmost error, send it here so we can see it
How can I export animations from blender to unity if I have extra bones (wings)?
I export animated model as a separate fbx, and when I test the animation on the actual vrc model, the humanoid limbs are not animated, but the extra bones are animated
When I change the rig type of the exported model to humanoid, the limbs work on the actual vrc model, but the extra bones don't. How to fix it??
can someone help me with this please
i added poi shaders still looks like this
i bought plus so i could upload an avatar without having to grind out new user. but its still telling me i dont have permission, is there something else i have to do or does it just take like an hour or so to actually register
Another one bites the dust
i might be able to fix it for you if you want 😭
i do avatar stuff pretty often and weight painting is one of those things that just sucks at first
if you want you can dm me the model/screenshots and i’ll see what’s going wrong
can you show the inspector/settings for the material too 😭
sometimes poiyomi imports fine but the materials stay broken or use the wrong shader version
could also be missing liltoon/constraint packages depending on the avatar
why does my model take 1 second before one of the outfit loads
doesnt do it with the other outfits, it makes the model nude for a second how do i fix it
i used vrcfury
Have a weird thing happening with my poyomi shaders i have a rim light taht is making "shadows" but it becomes weird when i use blendshapes. Images of blendshapes on
usually happens because vrcfury enables that outfit a second late 😭
check if the outfit is disabled by default in the hierarchy or toggle setup
Does that happen to you too? It doesnt do it with other outfits tho
that sounds like normals/shading getting messed up by the blendshapes 😭
i could probably fix it for you if you want, just send the avatar/material setup in dms
The outfit is set to be default on and exclusive off state tho
but no normal dose not fix it
yeah i’ve seen that happen before with some outfits/shaders 😭
if you want i could probably fix it for you depending on the setup, do you take commissions for avatar help stuff or nah
Wait are u asking for a payment?
then it might be the animator state or vrcfury rebuilding the toggle weirdly 😭
i could take a look at it for you if you want, stuff like that is usually fixable pretty quick
I rather not and just figure it out by asking around
Are u asking for a payment?
If you dont mind me asking
If you want i can send screenshots when im on my pc but i dont wanna spend cash
its using POIYOMI 8.2.030 and i can't find it anywhere. i think thats the issue
https://booth.pm/en/items/4689830 i used this outfit and this is the one with the issues
Hey guys, Can yall help me find this avatar head model and textures please?
Then you can look for ways and get it fixed yourself dude
Ok
you could probably just update that to the latest, or maybe try 8.1, I don't see 8.2 in the standard package, which probably means it was a Pro version. If you've paid for that you can probably get it in the archives in their discord.
(if you haven't then you probably shouldn't be using it anyway)
(VRCFury) I'm porting one of my rec room avatars, I wanted to have a toggle prop with the maker pen, but I can't put two animations for hand closing into a toggle. For some reason, where I got the bean body rig has all of it's hand animations named the same thing "HandClose(Clone)", and the actual hand closing animation does not include the glove, as the glove closing is it's own for some reason.
So, in the video here, I show the animations it's supposed to play, the top is the hand closing, and the bottom is the glove closing, when I go into play mode, for some reason it removes the glove closing animation..
is there another toggle or animation that is overriding the glove close animation? like something messing with the same values the animation controls?
I'm not sure, the toggle to equip the makerpen is the only toggle that is using animations.
it is strange that the animation gets cleared out too,
maybe try creating your own animation that combines the values of both?
like go to anim 1, shift click all the properties, and ctrl + c, then in a new animation do ctrl + d. And then, open anim 2 and shift click all the properties, ctrl + c. And then ctrl + v in that new animation you made
would anyone be willing to help me rig a model for unity? when i try to enforce a tpose in unity it flips the body around and breaks the feet for some reason TwT
you don't have to actually enforce t-pose. Does the model move okay in-game?
if its causing issues in game then you might need to make sure all the bones in blender have their roll set to 0
i havent tried it in game yet :,) ive been tryna add gogoloco to it as well and its having problems with the head bone for some reason
what is the issue with the head bone? is it like an error in the sdk like head bone not mapped?
yeah it'd really help to know what the actual error is
and you probably shouldn't need to do the enforce t-pose thing if it's already in t-pose
oh well there's the error right there
fix that first
nothing else will work until you do that
yeah idk how to fix that
you rename either the head bone or the head mesh in Blender, then re-export
ok, so bascially, jusr rename the 'Head' mesh to something else. like 'Face' or 'Head 1"
in blender yeah
and as for the t-pose thing, the model looks fine, you can ignore unity yelling about t-pose unless something is actually not working in-game or in testing.
tysm TwT that totally fixed it!
excellent
yay
I can't do that
The animations are hidden in a .controller file.
i think i messed up my explination anyways,
For some reason, the one in the photo I sent is something I can see, but when I go to play it it shows nothing.
but can you find them by clicking the animation you used in the vrcfury toggle.
maybe ctrl+d and move it somewhere else? to make sure its not being cleared because of like, a temp folder or something
The animations aren't in the controller file, they're always .anim files
if its a game port, it might be something weird.
Doesn't matter
its also possible that they are just looking in the wrong place as well
adding gogoloco seems to break it but if it works fine in game i dont reallly care considering i have fbt anyways
that's really weird - what's up with the head bone?
No
lemmie send a pic of the armature
what does ctrl+d do?
duplicates the selected object
duplicates selected object, yeah
I did it on the .controller file there in, and it removed the file, and got rid of the other animations I'm seeing there.
Unless I misclicked something else
the jester like uh hat armature thing is connected
Or is that a thing in unity?
ctrl + d only works in unity, in file explorer it will delete things.
okay
The other thing with that, the .controller file is something I can only see in file explorer
for some reason, the "packages" folder the .controller file is stored in is different in unity than it is in file explorer..
I think kazin is right, there should be a .anim file that is the actual animation somewhere in there
in unity
Wait..
The .controller is just the animation controller
I think your right too.
when I got rid of it, it only got rid of the hand animations..
maybe..
I'm gonna look through here..
there's no maybe, that's literally what that file is, unless it's something randomly named .controller
it's called VRCFury FX.controller
Yep, animation controller
Okay
Is there anyway for me to locate the animations in this list?
That should be where it is..
If I'm right..
Thats on file explorer
If VRCFury has found those, that means they're in one of the animation controllers already on the avatar, or in a prefab with a VRCFury "Full Controller" component on it, and in one of those controllers.
This is were Unity says it is
you want to find the source animation, the clone is generated by vrcfury
I'm pretty sure I know the answer to this but is there a way to use Grip Strength/Squeeze from index controllers as an animation value and specifically when holding a physbone
especially since VRC at least acknowledges it with hand poses
If that's what translates into the GestureWeight parameters for those controllers, yep.
...I probably should've specified if that's possible to do non-locally
as in "someone grabbing a physbone that isn't theirs"
I think it'd be easier to just toggle the glove off instead of finding out how to put it's animation in it..
kinda annoying, but it'll work
using clone animations is going to cause issues in the long run, it might be worth it to try to find the actual animations to use
You can't read the remote user's parameters, nope
Or I could just use no animations, it doesn't hurt to just keep my hand in it's fist pose while one of these toggles are on.
try this
OK so the first image is what happens whenever I put it in gesture manager and the second is like before everything the skin is supposed to look pink like that but everything else isn't supposed to break like that
check if material switches on your mesh in playmode, otherwise reselect shader its ment to use - probably a material swap there
pink = broken shader/material missing textures. you'll have to investigate it.
idk i checked and tried with a removed fx layer and it doesnt change anything
When it goes into play mode, you can go find which material is in use on that object and inspect it
How do I put Gogoloco into a subfolder instead of being part of the first page of the expression menu?
how do you add it?
do i HAVE to add fingers because all the characters i want to add have nubs for hands
no, you can omit fingers and toes, but you need hands and feet.
Hi all !!! could i please get some help with putting some overalls on my ava ? ive been struggling for months with this and i cant figure it out to save my life, i have tried EVERYTHING and nothing seems to work
yep, that's what this channel is for. Explain what you've done, what's not working, ask questions, etc.
oh okay !
Sorry for the late reply, that is the one I'm using, it only does the hand.
Tw /// Language
ive tried messing with the blendshapes, i have it on the correct root, evrything that ik to do has been done, ive looked it up and have had NO luck with it. all the armature seems to be linked proper. ive looked it up online and nothing has helped me thus far.
So I was deleting a bunch of avis I dont wear any more (yes all purchased and paid for) Well while i was deleting them my entire upload list has disappeared and now I can see any of my uploaded avatars. I cant see them on the website or vrc.
Is there a way to have a phys bone have a end that doesn't move at all like a rope ties between 2 pols with some slack?
nope, you can't pin the end of a physbone
do they all have to have specific names or
nope, names aren't relevant for Unity, though having a left/right extension allows Blender to mirror certain bones, like upper_arm.L and upper_arm.R it knows should be mirrored
question, i want to create a toggle in VRChat that puts my avatar into a T pose, but i cant figure out how to do that lol. it sounded simple, i downloaded a mixamo tpose animation, set it up like normal, didnt work at all. tried animating a tpose manually but that didnt work either. is there something im missing here
when i say it didnt work, i mean the avatar just doesnt animate when i toggle the animations on. nothing happens. my parameters and everything are set up correctly i triple checked that
8.1 doesn’t seem to work or the latest versions i made a ticket on their server but no reply yet
my avatar upload failed because the file failed to upload ???? it tells me nothing, anyone got this? ever?
sometimes i get this error repeatedly, and a quick save and restart of unity fixes it
hey guys uhm i extracted the materials after importing my model and the materials didnt load
Ok so the character I’m making an avatar of floats off the ground constantly instead of standing on the ground like mega mewtwo Y, is there a way I can do something like that on the avatar in VRChat? Where the model stays above the ground instead of standing on it?
Well you may have to convert the stuff that used 8.2 features
you might have to drag and drop the materials onto the avatar
i dont think they imported correctly and are just blank now
i saved and restarted multiple times by now ,the entire project is up to date and in no betas
you can try hitting 'detach' on the pipeline manager script on your avatar, that will create a new ID For it which sometimes is the problem. other than that im not really sure what it could be
That issue wouldn't return this error
probably not but i couldnt think of anything else qwq
that actually worked, weird, thank you so much
you have to create new materials in Unity
huh wow, wouldn't have thought it would
does anyone know how to solve this error? it only occurs when i try to upload one specific version of an avatar in one project; the others upload just fine. i've tried detaching the blueprint ids, deleting the avatar from the contents in the sdk and retrying the upload, reloading the sdk, everything. the weird thing is that the avatar still shows up in the content menu in the sdk, but not in game. anyone have a fix??
this error is meaningless on its own. Anything in validations? Any other errors in the console?
that's really the only error that shows. the only red error at least. i get some shader errors, but those usually don't break the upload.
i just retried the upload to get this screenshot and it actually worked???? and then i tried to reupload it with a different thumbnail and it failed again? so no idea what that's about
yeah it's still failing the upload now. but it did let me upload it once? idk why or how because i literally changed nothing
sounds like networking weirdness
what would be a solution to that?
No idea without a deep understanding of your network
what do you mean by network? do you mean my wifi/ethernet? i don't really understand how that would be the issue when this is the only avatar that experiences this issue. i can upload other things in the same projects and things from other projects with no issue.
oh, I missed that part, sorry. It just seems the unpredictability mimics issues with networking.
And by network I mean the entire network from your computer to VRChat's API, including all services used by the connection such as DNS.
But maybe that's not the issue here.
My avatar keeps T posing everytime I move to the left or right, can someone tell me how I might be able to fix it? I’ve looked everywhere in the GogoLoco files and I can’t seem to find what the issue is
move how?
Like on desktop when I use the A and D keys to move left and right, I can show a clip of it if that’ll help
oh, I have no idea how the locomotion works for desktop. What do you want it to do instead?
I have custom animations I made for the strafe animations and they’re in the right places for GogoLoco and default locomotion but it t poses instead
And all the other ones work just not those ones
oh I see. might help to lead with that 🙂
My bad
playing around with the settings in muscles & settings in rig setup seems to have done the trick. stencil worked for getting elements to show up through the bangs too, but it required me to use 2 extra materials and 1 extra skinned mesh. but that doesn't matter too much for pc so it's fine
does anyone have experience with the booth model uruki if so how would I go about adding makeup textures to it because idk know how and I'm new to this or if there's a video pls send it🙏
welp gave me a new error code
ooh I've seen that one in here twice today
does anyone know how to work parent child constrants really well?
like i can put a thing down and walk away from it well
so, if you've bought makeup for Uruki, theres probably a png or something in the download. You overlay the png on the texture in the texture editor, or you add it as a decal to the face material. Alternatively, there might be a unity package with makeup materials. You just need to add the default face in the main texture slot if it is missing.
to animate humanoid bones, you need to add a property in the animation and select options in animator.
these will control the humanoid bones mapped in the rig
Yea it had came as a png in file when I had bought the make up for Uruki as for editing it I did but for some reasons the inside of the mouth goes white except for the tongue I wanna say it might be because how I am putting it on texture editor I just drag dropping it on top of the original face texture when editing it
Usually makeup does just go on top like that. Find the part of the base texture that is the inside of the mouth, and just erase the makeup texture on that part. That should fix it.
hey hey! After a few months of not using VRCC, im starting to try and get back into avatars. Just ran into an issue where the VRC SDK doesn't show up at the top, and i have a few errors like these. Anyone know how to fix this?? (2022.3.22)
Thank u very much I will see if that works tomorrow it’s late I am to tired 🙏
Oh i got something else but now i need someone who can work child/parent constraints really well
like a world drop, you can do that with vrcfury pretty easily.
you make a vrcfury toggle and select world drop as an option
ah
well thats always enabling itself
it appears in an animation then locks down
thats what i want it to do
its just on when the avatar is active
still doing it
first animation state is literally it disabled
yeah for some reason VRCFury keeps enabling it when the avatar initializes
ok well somehow something in my animator is
Fixed that problem, now Is there an easy way to play an animation backwards?
set the speed to -1
got stuck last i tried that but sure
