#avatar-help
1 messages · Page 1 of 1 (latest)
Alright, thanks. Any way to know if it works/see it glow in unity ?
Probably just delete light in the scene.
Alright. Thank you
ok so i haven't really been on vrchat for a few months, probably since summertime august. did they change something in regards for valve index finger tracking? my avatar's fingers go through its hands and desktop finger gesturing seems to work fine.
those bumps are the fingertips going through the hand
i have a fairly simple rig but whenever i ctrl p and do auto weights it gives me the bone heat weighting error
ive rescaled it, messed with the mesh, checked for double vertices, aligned it
and when i try to weight paint i cant even select the bones
So. I'm attempting to use constraints to add extra bones to my avatar's neck, because the species has a pretty long neck that doesn't quite bend as nicely as I'd like it to.
However. Ingame, I am now running into THIS issue.
I'm assuming it has something to do with the head position not being exactly where it expects it to be(bc it's controlled by constraints), so it's not hiding the muzzle.......
is there like
a workaround for this???
nevermind i just learned that vrc head chop exists
is it possible to disable the grabbing hitboxes per hand with expression stuff? i dont mean the "self interactions" toggle in the settings
i want to make my arms physbones but its causing issues where the hands will grab themselves and bug out but i dont want to make the physbones ungrabbable
works fine otherwise
hello gang ! im trinyg to add an outfit to my avi and i ahve these odd little bones.. a normal upper arm, then two inside it that are twist bones?all of them are painted to the body,, should i paint ? all of them to the new clothing ?? or jkust the arms? what do the twist bones even do 😭
Stretch your arm out in front of you, then twist it so your palm faces up. If you do that in vrchat, the elbow becomes scrunched like fabric. Twist bones are there to counter act this
You should definitely copy their weights as well. Did you know theres an addon called "robust weight transfer" thatll let you copy weights from one mesh to another, perfect for clothing? Its not gonna be perfect but its worked really well for me.
I usually just touch it up here n there
why does it say its 15 mb even tho ik its not
oouhhh ok !! thank you SO SO much !!! i greatly appriciate your help!!! <3
How did you know it doesn't exceed the limit?
I have a parent constraint component on one of my objects, but then I change the weight, the position doesn't update with it in the scene viewport. It works when I upload the avatar for testing, but not in unity
In fact, I don't think any of the components I added seem to work in real time in unity except for a trail renderer
I’ve used the same model probably over 50 times it has no textures on it and I think it has to do with something I imported earlier but I deleted it and it still says I can’t upload it
How would I set the spot where my avatar stands lower? I have it elevated and I want it to stand above ground in game
There are 2 errors above that you have to solve before you can upload. The size you saw was from previous build which might not came from your current avatar.
Ik
But I still can’t upload if that size error is there
No. The size was from previous build and has nothing to do with your current avatar.
You can't upload because of the 2 red errors above.
I already know that
And why you still insist that the size is preventing you from uploading?
I clearly stated that the size has nothing to do with your current avatar.
do you need to code for your pc avatar to make like bouncing everytime?
No code. You just have to record animation keyframes.
a ok
soo there might be the keyframes in blender?
Animation simple as you shown could just be done in unity.
Why when I put my textures too standard lite it goes black
Did you actually mean changing shader to standard lite made your model black? That's because your model has vertex color black, which have to be removed.
So I do that on blender right?
Yes. There might be a plugin in unity, but I have no idea.
If I vertex paint it white will that fix or will it just make the model white on standard lite
Standard lite works by multiply blending for three source: vertex, texture, and tint. So white multiply by any color will get that any color out.
Although you should just remove vertex color attribute because that contribute to your file size too.
I'm having this weird issue where adding an integer paramater to my avis fx file will cause it to always be set to 1 when the avi is reset. The value is set to zero in the param file and when its added to the fx file.
I tested this with a completely new parameter which is not used by anything, and as soon as i add it to the fx file, it is set to 1 when the avi is intialised/reset.
ngl it's my first time using blender soo the car might be goofy xd
How do I make a gimmick who only click a button that an avatar can visible to see
nomally avatar is invisible
Do I delete it in blender
Yes.
I was following along this tutorial by Sippbox for Radial Puppets. It used to work perfet in Unity 2019 but with 2022 there's some weird issue.
https://youtu.be/c7Jd9YWz8pI?si=4suEDfeC3bWByLpm
- I can't select any value between 0-50% at all
- Any value from 50% and above is instantly selected without me actually pressing the trigger
Here what it looks like. Anyone had this issue before?
I also tried having fick select on or off. but regarless of that its doing the same
how did you set up the radial toggle in the menu
Did all of it exactly the same way as shown in the tutorial
You likely assigned the parameter to both parameter slot and rotation parameter slot, which is incorrect.
Oohh I actually did lol
What I'm supposed to have there? Cause if I select nothing in Rotation it says "Bool is not a valid parameter ..."
when none
Just leave the parameter slot blank.
Ahh alrighty thank you
hi guys someone could help me to upload a avatar?
feel free to ask specific questions
So quick question, how would you best approach her arm membrane thingie from clipping into her body so much? I tried collissions but either i'm doing it wrong or it just doesn't really work for this lmao
I don't mind some clipping, i just don't want it to poke out of her body.
just re-publish, it'll overwrite
I'd probably try bones on that, with rotation constraints so it moves along with the arm.
oo i'll try that!
Do you have this in Blender? If so, make sure the object origin is at the world origin (0,0,0)
I pretty much have the avatar completed, idk if I can change the origin at this stage
sure you can
Also, it’s a bunch of items mashed together, it wouldn’t have all that without my additions
OK, I am needing help- I am trying to fix up a transforming weapon model prop for my avatar, and have all the animations and stuff, but when I assign everything as properly to my avatar's FX layer and its expression menu, but when I go to test it with Gesture Manager, the toggle just does not work at all- the weapon just permanently stays in default state (the weapon does have an armature of its own, if that matters at all). I have tried everything I can think of, and don't know what is going wrong. What could be the issue?
well if it's not there you'll keep having this issue
is it possible to disable the purple grabbing hitboxes per hand with expression stuff?
Not that i know of, you can try animating them but I don't think that works. You can't even move then. I think they're attached to your trackers (controllers) rather than your humanoid hands, or something along those lines, because even using constraints or physbones on humanoid bones won't move them to where your hand appears to be, only where you controller is
i, dont think so actually. i think they are on the characters hands as when using physbones to move the arms, the purple grab hitboxes go with the hands
the yellow contacts dont move, those are accurate but if you put physbones on the arms/hands then it works
how do i fix the insane amount of polygons? (it only has around 7k in blender)
also, how do i slim down the amount of material slots? (the avatar i want to make is supposed to have separate pieces)
enable read/write on the FBX, in the first tab of the inspector
(or click the auto-fix button to the right)
oh ok
image for reference btw
Material slots you need to do in blender or similar, combine parts, bake textures, etc., etc.
plugins like CATS help with combining materials
im sure that i already combined the materials into one though
iirc it's actually the material combiner plugin that does atlasing
can you send a link?
unless you have multiple mesh objects then, it shouldn't have so many slots
that is likely the case
I don't use it, but it should be easy to search for or linked in the cats docs somewhere
heres the hierarchy of my rig btw
I usually just make a new UV map and bake my textures into that using SimpleBake, or do a new one in Substance Painter
meshes require at least 1 material
you wanna combine meshes so they all use 1 material call aswell
true
however if i do that it means that i lose all the parenting to the bones
even if that material is the same, thats still material slots
will i have to combine the mesh's pieces
I would, yes.
in fact - what I usually do for outfits is combine the parts right when I'm going to export, then don't save the .blend file. So they're usually separate but combined when it's in Unity
Why arnt my bones transferring to unity? Some of them are but then otheres arnt. A previous upload they were working and fine but it turned into this and idk what to do
the pic on the right shows physbones, so bones without physbones on them won't be shown. Look for the bone names in the hierarchy
sorry then not bones physbones. The stuff that makes the avi wiggly
they all look like they are here but I dont know if im even looking in the right spot
physbones are a Unity thing, you don't set them up in Blender.
so there's no "transfering", you'd have to add them in Unity
tryna put physbones on a more low poly version of my hair anyone know why they keep turning huge?
probably exported from blender at 100x scale. set the scaling in the export dialog to FBX All
exported as fbx all didnt fix it
If you unpacked in the the scene then the model won't update with the new fbx.
its not unpacked
1
Then it should be correct. What are the radius of physbones?
this is in meters, so yeah that makes sense. do .03?
its alr set to .3
...
Also see the end position settings in physbones.
that fixed it
Just by seeing it?
changed the end position from 1.6 to 0.3
Hey, my avatar is apparently too small, to the point where I get the error, when I resize the scale, it doesn't do anything. Still complains that it's too small. What's going on?
Create a default cube and use it as a reference. Cube size is 1 meter.
oh uhh I've changed to a size of 50 and it's still doing it. I even moved the viewpoint and it's still acting up.
Scale number doesn't regflect the actual size. You need something for size reference, the cube.
Dude, I've set it to 200 and it's still doing this
Scale number is irrelevent. Can you screenshot your avatar with the cube?
the cube is the orange dot
it's still complaining that it's too tiny :/
Did you also move the view position?
I did
Also screenshot the view position settings.
(the blocked number is a negative four, sorry about the cursor)
You might want to screenshot the entire unity window without cropping. Cropping usually omit other clues.
is that 294.2 position?
yeah cuz it's at 200 currently in scale 😭
Not sure why screenshot looke like that. Use window snippet key by Window key+Shift+S
I'm in a discord call, I'm trying to actually help someone else 😭
I screenshotted on my phone
Ask them to return the scale to 1 (or whatever normal relative to the cube), then see if there is a white line pointing out from the model.
I don't see that?
wait
right eyehole
Screenshot?
I can barely see it. Look from above.
why arent my hand layer masks saving when i enter playmode bc they keep dissapearing
im so close to finishing my avatar
best I can do
unless you really need me to look from above
Look from other angle.
Hello there, I got problem with shades and colours sort of stuff
Basically what's my problem is that one of my hand became darker colour and others are neutral. However, when I look in unity or looking up while I am holding something, there is problem. I am using shader what the auther said, I had tried to re-create with completely different project, I changed anchor override, and I also changed colours of the cloth too. Do anybody have idea with this?
Yes. The model has 2 issues:
- The model is facing wrong direction.
- The origin point isn't at the feet.
How do we fix that first option
both: Blender
Both has to be fix in blender. Both are about position and rotate the model.
Direction in blender is the model must facing -Y direction.
thanks so much for the help!
^
an avatar with just a base and low res custom texture... what how?
is this a bug?
or are my low res textures just suddenly 8k?
nvm poyomi is broke
Is there any way to move where the mic voice comes from on an avatar?
I didn’t know where else to ask this but on the fingers does anyone know which on is the base,middle, and tip of the finger
-# not mine
You'd probably have to open this up in Blender to match up faces with UV islands. Or just paint on a part in a 3D tool like Substance Painter to see what comes out where.
I don’t make avatars I just now started doing textures this is my first on. My friend usually make the actual avatars
(I’m just using that to help me)
does someone know. why my avatar dont get updated in vrchat ? i oploaded it the 4th time but still the old version in vrchat :/
Security checks/making the security variant (which doesn’t do anything). There’s a huge global queue which slows updating avatars, people have resulted putting version numbers on their avatars menu to make sure they’re using the right one
What's the name of the default gesture animator controller?
Is it vrc_AvatarV3HandsLayer2?
since when is this? yesterday evening everything updated after a few seconds
This started like 2-3 weeks ago. Any time can have a congested queue or not
Damn
Hey im sorry if this has been asked before but i am having issues getting my animations i made in blender to import in my fbx into unity and i have been messing with this for two days now. I have my rig in blender set us with all the actions (animations) attached to it under fake users so i can import all the animations at once, so far this seams to be the only way to get them all together and not one animation at a time, but when I import the fbx into unity all the animations are there but they do not show any movement at all niether in the import window or the inspection window when clicked on. It also doesnt make any diffrerence what avatar i drop into the preview tab. I have tried exporting the fbx from blender with several different setting configurations but i am at my wits end i need to get this fixed before the spookality deadline.
hips, spine, chest, neck, head, arms/legs down to hands/feet but not fingers
there's a pinned image in #avatar-rigging that might help
ok
You can do that with VRC Avatar Parameter Driver, but you'd probably need to build the toggle animation layers yourself rather than using Fury.
yeah it doesn't seem to do that.
Where do i go to get more experienced help from unity users that make models from scratch?
I would go to stack exchange but i cant afford to wait
Sorry if this is the wrong place to ask this, but I'm somewhat new to VR Chat (I've got 4ish hours playtime) and I'm trying to upload a custom avatar through VR CC. It's blocking me due to the recency of playtime - can I be manually allowed to publish? Or should I keep playing/waiting?
~~Back again, I just exported this guy as an avatar last night and he worked pretty well aside from missing eyes. Just opened the project again with VCC and his paws are... in his legs?
~~
Fixed as soon as I entered play mode. Odd
is their a issue with the servers at all today and uploading?
if a export a update to an avatar the changes never happen
but if i do a locla test they do
How do I fix this
only once did a update happen after like reuploading 5 times and restarting the game sevral times in a row
How do I make my avatar's long floppy ears animate in an idle animation? I tried putting it on the gesture layer like the docs said, but it doesn't play the animation on idle, only when I test the clip. And yes, I used an avatar mask.
Buying VRC+ gets you the bump immediately.
you have 7 errors, share a screenshot of the first 2-3. Not a photo if you can, that's really hard to read.
Windows key + shift + s is your friend here
Library\PackageCache\com.unity.burst@1.8.12\Editor\BurstAotCompiler.cs(1160,27): error CS0234: The type or namespace name 'AndroidExternalToolsSettings' does not exist in the namespace 'UnityEditor.Android' (are you missing an assembly reference?)
BuilderException: Failed to build the Avatar, check logs for more details
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.Build (UnityEngine.GameObject target, System.Boolean testAvatar) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2258)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.Build (UnityEngine.GameObject target) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2448)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.BuildAndUpload (UnityEngine.GameObject target, VRC.SDKBase.Editor.Api.VRCAvatar avatar, System.String thumbnailPath, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2463)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder+<>c__DisplayClass104_0.<CreateBuildGUI>b__4 () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2015)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <27124aa0e30a41659b903b822b959bc7>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
error CS7036
Can anyone help me with the ear animation thing?
sigh of course it does - ah well - I've got a project to complete!
show us your animation layer
HandsLayer/HandsLayer2 are the Gesture layers, right?
Why are there two controllers for that layer, since they're both identical, and they both support both hands?
I'd put that below the hands but yeah, looks ok
Would the AllParts layer and the hand layers having overwrite masks be an issue?
Is there a reason the eyes are missing when built as an avatar? I'm not sure what's wrong.
without knowing what's in them, no idea
I admit I haven't seen the default ones in a while 🙂
oof, I thought that'd make it easier, for one thing
HandsLayer/HandsLayer2 different is the animation for Idle state.
I wanted the ears to move in the idle state though.
like when standing still
You might have a better luck doing in FX layer rather than Gesture.
But wouldn't it be a toggle then? And also the docs said to put it on Gesutre
FX is not only toggles
That's irrelevant. FX is for everything else that isn't humanoid bone animation.
And ears aren't humanoid bones.
?
I usually put my idle ear twitches in gesture (they do bone animations)... for historical and probably incorrect reasons.
You don't need mask for FX.
Even if the ears aren't the only thing I want to animate?
I'm guessing turn off "Write Defaults" too.
If your animation file contain more than just for ears then that might be a problem when putting in FX.
Don't do this if it's a guess, make sure you understand exactly what it means and how to use it first.
I'm Trying to optimize this model and when doing the gestures, It's doing this? I don't know what to do ;w;
How do I outlines on vrc avis in unity ?
With shader that support outlines. Eg, poiyomi, liltoon.
Hello, uh, i'm kinda new to unity, i bought a VRC avatar online, the seller told me to import the .unitypackage and slide the scene i can find inside the folders the importation will create to actually import the avatar, but i cant find the scene anywhere in the files. if someone can help me :,)
here's screenshots of the zip folder and the unity menu :
1 : the scene of the avatar is nowhere to be found
2 : The readme is just legal conditions, the giberish file without any extentions or logo is empty (0 octets), the first folder is a shader, and the second contain an image of what i think is some kind of tutorial to tweak expressions in japanese. (thanks to langage barriere)
if it helps, scene files have the extension .unity. Though Unity will hide extensions by default.
I'd guess it's in the project root, that _Kyus folder.
It's not there unfortunatly, i contacted the seller but they're japanese, so communication is complicated :,)
ah, maybe in Avatars - I'm really just guessing, you'd have to actually look
yeah, i took a look through all the folders and everything, it's missing and i dont understand why :,)
i'll figure it out, thanks for trying at least x)
Say I went to gumroad and bought a question compatible avatar. Do some people do all the upload work for you?
I don't really want to learn any new programs.
^^ getting someone to upload to your account is both against the TOS and can get you banned if the other user gets banned as you're now listed as their alt account and just bad practice to share account info with weirdo strangers
Its also not that hard to install 1 program that installs 2 other programs for you then to read instructions, import,sign in, and press 1 button
in your assets search bar type t:scene
it will show all your scene files
i'll try this ty
damn
huh weird it's not in the files
try searching for prefabs as well
sometimes avatar creators will make their avatars into prefabs rather than just having a scene with the avatar in it
I really dont know anything about unity tbh :,)
okok
search t:prefab
Aaaaah yes i got severals !
Thanks a lot ! So basically, do i have to do something else before importing or is it good as it is ?
check the download page/description of the purchased product
that should always be your first step
Could you send the avatar store page?
yeah w8 a sec
Uh I'm meaning like a step by step tut on it
once you do have everything imported, you need to find the avatar prefab, then drag it into the scene. Then it should be ready for upload (aside from adding a name, picture, description, and logging into your vrc account)
Thank you ! <3 <3
Bump!
which part are you saying is the problem?
Ive been tryna upload an avi but it keeps failing to build
this is the log it brings me to
is that the only error? If not, paste the first 2-3
im grabbin em
None of the gestures are working yet everything is set up
these should be all
You should be able to figure it out
Last img says your foot job object is missing its script. Youll know what that is
Why is there this harsh seam on a horn I sculpted. It only shows like this in solid mode in blender, but it shows in other apps like substance. I checked face orientation and that's fine. I used a mirror modifier on it but idk
i honestly dont know what that means or how to solve it
Unity is my almighty weakness
Autism gave me alot in life but not some braincells lol
unconnected vertices? Didn't shade smooth?
oh nvm i found it out you were right
lol
still not working
oh wait there is more damnit
ah so my avatar is missing like 99% of its damn scripts
bruh
i made sure to have all of the dependencies
do you have SDK 3.7.x? It could be VRC Constraints if you don't
anyone know the name of this model I've been looking for it everywhere
Anyone know why the legs on my avatar wont move?
when I uploaded it they were frozen and floating around
kinda
can't see much from there - are they rigged? weight painted?
does someone knows, why i dont have eyes ?
I'm sure lots. But if you select the armature then go into pose mode and move around the leg bones, does the mesh move too?
is this when you preview your eye motion?
no
oh then probably not weight painted
K!
i'll find a video on it TYSM!
idk why i opend unity and now i hjave now eyes ):
ah the eyes are in the head... bit how can i get them into the face ?
The rest of the mirrors worked except for this one idk why it made it so far.
the origin point isn't in the middle right half of the object
How can I fix that
in object mode, object -> set origin, or apply all transforms - depends on where you want it, where the thing is, various things.
ty
If I put the materials on a "new" manuka, you can see the pupils. I can't bring them far enough forward using the blend shapes. All other blend shapes like the redness or tears etc. are functional, but the heart or star eyes aren't shown either. With the blend shapes they do move forward, but not far enough for you to see them.
IDK what i did wrong
any idea what causes this? just trying to log in to the sdk to update an upload
edit: fixed on its own I think I needed to agree to new terms of service because after logging in on desktop it started working again.
Why does it look like Backface Culling is on when it isn't? Or something akin to that
i mean it looks like either you have inverted normals with backface culling on or your normals are correct and you have frontface culling on
^
Very odd, I'll try flipping them
my friends toggles only show for him and nobody else sees them like locally, but he hasnt done anything specific so idk why
can someone assist me with uploading an avatar :C
whats the most effecient way to downsize an avatar?
its 11 something mb need it 10mb
in object mode, ctrl+a > all transforms
I want to modify the emissive properties of a material using this param, but I can't edit it, how do I add a keyframe?
@brave dove https://www.poiyomi.com/general/locking
using liltoon
so im making a particle that places a chair is there a way to make it spawn facing the direction of the player and locks like that
like this
alrighty ima ask again cuz iv been at it for the last 7 hours with no luck at all across the board can anyone give me a hand with a dog runnning animation?
how can i fix this
You gotta remove some stuff from the avi its to big of a file
or shrink the textures
Hello there, I got problem with shades and colours sort of stuff
Basically what's my problem is that one of my hand became darker colour and others are neutral. However, when I look in unity or looking up while I am holding something, there is problem. I am using shader what the creator said, I had tried to re-create with completely different project, I changed anchor override, and I also changed colours of the cloth too. Do anybody have idea with this? (Right hand)
this is gonna be an odd question. Is there any way i can make -part- of my avatar not show up on camera? like a layer, tag? something?
the sleeves are rigged to the bones, how come they are offset as I rotate them?
example:
i removed all i could and compressed all textures and mats, what more can i do to lower the size of an avi?
make sure that the parameters for his clothes toggles have the "sync" checkbox marked
unless you're talking quest, some shaders let you do this
Whenever i try and put gogoloco in an avatar, the animators just break
Tried it with every gogoloco prefab and none didnt break it
note to self make scanlines move up and zoom in
Why is it that for some reason some of my toggles dont work on quest, even though they can be seen on quest, Like my tanktop and pants. I did not touch the toggles yet they stay frozen on. Para and menu are all the same
update no they are not checked on (the box you click to turn stuff on
Does anyone have any videos for polygon placement like near the arms, legs so they move nicely when rigged
ok so when i try to upload a avi to vr and when i see the the avi on vr it says failed check or something like that and idk how to fix it this never happend to me before
how do i add a new pair of legs onto my avatar? im wanting to change the legs to some cyber ones but i dont know how to attach them fully
3D scanning.
It is people allowing to be photographed from all sides?
In simpler term, yes.
theres a quite a few gimmicky places out there for fun tech stuff like that who have 360 setups (though generally they arent in full-colour as its more meant for you to buy a 360 shot so they can 3d print you into a minifigure type thing from the ones ive been to atleast)
I see
Can you guys upload avatar now?
I’m receiving error reports indicates it’s a server side issue
And a few of my friends are reporting the same issue as well
how do I fix this error?
Remove VRLab marker folder.
okay
I did that and now I got another error
Also remove pumkin avatar tools. Your downloaded avatar is just too old which included old tools that isn't compatible with the new SDK.
okay I see.
thanks, that worked
did you install unity hub?(and is it latest version?)
Yep
It refused to tell me anything but error:500
Im currently factory resetting my pc💀
You could just install unity via unity hub instead.
I have been doing it but there are things that vcc is needed for me to do
You could also link vcc with the unity later after installed via the hub.
I downloaded unity and everything had both of them there and it still wouldnt download TvT
I have also tried having unity first
I mean you skip the part where you have to have vcc install the unity by itself, and just set it to the existing unity installation.
In short, you don't make vcc install unity.
Better to try and reseach for a bit more.
But since you had chosen to reset your Windows, then let's see how it works out first.
heya, so I have an asset that has a few things:
- finalIK stub
- poiyomi 9.0+
- vrlabs raycast prefab
for those, which should I keep separate and download separately to prevent bugs when putting it on an avatar? (this is meant for a retail release)
i wanna import a minecraft model in unity and i wanna know how can do that
I'd always download requirements myself, I wish creators wouldn't package stuff like this
dont package stuff dependencies , one unity update/sdk later and its likely to break
yep
Gotcha ty
idk where my x y z went in modeling Im not using o
see the thing with the arrow in the upper-right there? turn it on
Ty I mustve accidently clicked it
It worked we⬆️
I’m receiving this do any of you has a solution for this plz?
first errors saying theres a shader error and SDK panel is saying you've got wayy to many particles (which you do) so you've gotta lower your particle count
How do i make outfits an avatar came with a toggle? could someone walk me through it?
Thats an odd sentence. Are you trying to make outfits or toggles for already existing toggles?
is there any way to make particles follow another particle in unity?
My avatar emits a particle that can bounce off of walls, adn I want to have a couple of other particle systems follow that particles path
sub emitter technically
you can pull down the amature in unity
What kind of collision?
what setting do I choose? at birth just makes the other particles spawn once and not move with the main particle, and the other ones don't make much sense
🤷♂️
note that you can't actually make paths and follow them
idk, I never worked with an avatar that consists of multiple meshes
the particle at the bottom is the one that all the particles above should follow, or maybe there is a way for the bottom particle to be rendered as the multiple particles above if that makes sense?
you can spawn particles from particles, and offset them when that happens
yeah but when these particles spawn they just stay in place instead of following the parent particle
teh bottom particle is always moving
you can have them inherit the parent's velocity
I tried that, but the particels quickly get desynced after 2-3 collisions
of course they do, they're independent systems
yeah, that's kinda why I want to make the child particles follow the parent particles, or to know if that's even an option
it's not
Does anyone know what causes these white artifacts in the hair? I tried changing the resolution of the texture and the blend mode but it doesn't seem to get rid of it.
for example I would like to spawn a house wiht stairs, and people can walk up the stairs
probably overlapping UVs or low resolution (double check if you actually changed the texture in the shading tab)
Well no. Player can't interact with other player's collider.
too bad
imagine people being able to spawn colliders for everyone, people would be able to make cages and trap others
That's for good sake because there are lot of abuse involving blocking other players.
How is that relate to colliision?
making the game more fun
There are already game worlds for it.
hello! i dont know if this is the right channel but i made a vroid avatar and im trying to attach this tail to it, does anyone know how or cuz i get anyone to do it? : O
either add it to the hips in unity or parent the tail bone to the hip bone in blender
thank you!!!
stop using so many physbones
That message is very odd. Modded sdk?
It could just be VRCQuestTools
II learned it was verticies not being smooth. While it fixed the harsh edges on the horns, it smoothed a flat surface on the crown. I am trying to figure out how to fix that
mark sharp edges so they stay sharp when you smooth
how do i make it to where the bandaids move with the mouth blendshapes?
How are they done? Separate object?
should i merge the two objects?
yes, head and bandaids are seperate
So you'll have to make the same blendshapes on the band-aid object that the face has, so they move along with the face. I'd join the objects too, but if you don't also combine the materials that matters much less.
join the objects after making the shapekeys match imo
for vrcft, will i have to make more blendshapes for arkit ft blendshapes on the head model, on the bandaid or can i just use the same blend shapes for both. also, how will it move along with the mouth if theyre different objects?
and, i want to make the bandaids a toggle on and off so, wont joining the two make that not possible?
it won't, unless you're fully animating visemes and other things yourself. So definitely join it
You just use other methods to hide, like shrink-to-zero blendshapes, or UV tile discarding.
https://gyazo.com/6dae98bfe89d5c15e7664ed9d28eb193 no clue why my cape is doing this 😭
Specifically which part do you feel is a problem?
the cape glitching out, its kinda hard to notice but near the end it starts to spaz out
Physbone settings, possibly more gravity or more immobile. Likely less pull/spring.
kinda like its snapping into place, unity doesnt have this issue
yeah it has kinda high spring, but no gravity and half immobile, i added limits to it but would adding less spring help more? never had an issue with stuff like this before ;/
eh, play with it, figure out where you like it. It's hard to suggest what to do without having it to actually play with myself
true
I wish that would work but it does nothing
I tried marking as creases and bevels too. They do nothing
they definitely don't do nothing, just possibly some combination of things you're doing isn't the result you want.
Ie marking sharp on a flat surface
ot sure whaty I could do besides subdividing
Yes!
I have no idea what to suggest without seeing for real what's going on here
Anyone know why may friends avatar wings are not showing to be moving on my end?
They can see it on there side but not mine
How can I fix this? Every time I press the animation button and take it out of animation mode, it goes into that pose
Make sure that the parameter that controls the wings are set to synced
You can try this: shade flat, then mark the area in the center in edit mode that looks edgy, alt+n -> smooth vectors
Well yes it flattens that part, but then the rest of it is - wait
ohh....yes this is much better..!
Youll have to see if thats enough.
I see some areas that still had flat shading but I fixed most of it. There's one last area that I can't seem to figure out
It's just this one seam left
Got it. Just needed to play with all the settings
Thanks so much for both of your help
how do I make a png avatar work on quest? It works fine on pc but whenever I try to use the quest shaders it makes the areas that should be see through white
You'll need to create a custom plane mesh in blender with the transparent parts cut out
you could use SVGs to make it easy
whats svgs?
any idea why this is happening? this is the 2nd time this happened when uploading a avatar for a client
What are the performance stats in the builder tab from the SDK
first time getting this error, how do i lower an avatars uncompressed size for quest
give me a second to take a look
delete or downscale your textures which you can do through unity by modifying the "max size" value, or try using something like the blendshape optimizer in VRCFury
yep sorry nevermind. i assumed it would be something different, since it said uncompressed size. thanks!
This looks just like when i made my Models
What unity version are you using?
the thing is, i always use this unity version, it always works for me to upload all my avis
and your SDK version?
i use Vrc cc, so it should be the newer one
click manage project on your project in vcc and screenshot the packages list
VCC does not automatically update packages
ah gotcha
oh yeah a bunch of packages are out of date, I'd recommend using the latest stable SDK build
which are the packages that don't have beta in the name
awesome, thank u sm
you could also just disable pre release packages in the settings to make it easier
sounds good, thank u!
Hi there folks! I recently paid for a vrchat avatar, and I've been trying to upload it for a few days, and keep getting these errors. How can I fix this?
show all the errors in the console, the SDK will try to clear blueprint ID no matter what error even if it's not related to it
I'm trying to make a fallback. What did I do wrong?
I'm on the Android version, too.
If anyone has a solution, please @ me.
You need to upload both on Windows and Android in that sequence
what did you upload first
Windows, then Android, then iOS.
is it generic, fallbacks cannot be that
um i having a problem when i try to upload a avi it say detach blueprint when its already detached
What constitutes 'generic'?
what SDK version are you on
Latest SDK 3 beta that isn't the persistance one.
Uploading a fallback has been really finnicky after 3.3.0 and hasn't been addressed
only things i've heard are you're supposed to upload in a specific order
are you using one project for this?
Ah.
And yes, one project, one scene.
PC version in the front, Mobile in the back.
Should I delete it from my account and retry uploading?
wouldn't hurt
Ok.
can someone help me please? im tryna do a png avi but when i go in game it's just flat.
Didn't work.
Guess I'll have to downgrade SDK.
Or, not, since it doesn't support my Unity version.
avatar stuck in standing animation and slides around after I use an emote, anyone know the fix for this? I think it has something to do with the action layer
Do you perchance have any other solutions, since I'm unable to downgrade to an SDK version prior to 3.3?
how can i make it to where the eyelashes are black and transparent like the asset
where
Example is Poiyomi, but where it says Opaque is a dropdoawn.
Click on that and set it to cutout or transparant.
they're using blender.
Ah, my mistake. Sorry.
this should work, go to shading and setup your nodes like this (orange is your texture, green is diffused bsdf to mess with the settings of the material/texture and purple-y is material output)
My Quest toggles still wont sync up to my pc avatar. Does anyone have any fixes? Ive done the same thing as i usually do, but this time it seems to not have worked
Your avatar parameters list need to exactly match
Just the VRCExpressionParameters list need to be the exact order
Oh really?
Yes
Yep they need to be spelt the exact same way as well the order needs to match
Gosh they added more crap
It’s always been this way with cross platform sync
Somehow ive made avatars work just fine when i deleted a few paramaters
Dont tell me that I cant mess with the float toggles
like the animation
The order just needs to be the same
Alright I will see what I can do, thanks
VRCFury can help with this but the names of parameters need to be the same. Make sure to upload on desktop (PC) first
how do i add a avatar for a animator cuz im trying to add one for a avatar i made and it seems like none of them exist for him
its also made on blender
you didnt set your rig to humanoid, thats when unity avatar is created
yeah but how do i set it as a humanoid
select your FBX and in the inspector it'll say generic just gotta swap it to humanoid in the dropdown
oh alr thx
also one thing is that how do i merge all of these together for weight painting cuz i wanna see all their weightpaint while that they js show me one
nvm i figured it out
ive been having a problem with index users not being able to move the fingers of my avi. if they turn on their gestures, they have the basic quest movement, but they dont have the full movement of index controllers. otherwise they have gestures off and cant move the hands. is this cause of a new update or am i missing something?
Is there any UPDATED guide for porting vroid to VRChat?
In Unity they are called blendshapes, in Blender they are called Shape keys
It's a PNG, ofc it's flat. What else did you expect it to be?
hashttps://www.youtube.com/watch?v=vWr4diTDqJM
That's actually the updated one?
Should be new enough. Nothing has really changed in that amount of time.
need answer
Do you guys know how to make quest materials full-bright/have no shading?
did find answer?
anyone know how to change default pose of index hands? i want to have the cute tighter hand pose that ppl with other controllers have when they arent doing any pose
its fine when i press select but idk why it thinks it doesnt have that parameter on it, it has it connected yet unity thinks it doesnt
It needs to be defined in the avatars VRCExpressionParameters object on the avatar descriptor
it is
this is even hooked up too
its prob just my unity, sometimes it wont let me animate material change so no clue
is that the same parameter list?
the parameter list you showed is "VRC Expression Parameters" while the one the menu uses is "VRCExpressionParameters"
So, do I need to download something specific for glb files to work with VRC's SDK?
It's what Ready-Player-Me gives you, since they don't let you upload directly to VRC anymore.
Yes they do. I just looked at the website yesterday.
import into blender and export as fbx
Ok. Thank you.
How would i upload avatars to windows on linux
so the'll be cross compatible
like
android and windows
q-q
yes its all the same, theyre all connected to the same thing and that expression parameter is the one hooked on the avatar
one has spaces and the other doesnt
theyre all the same which is weird
it works, its the sdk that thinks it doesnt until I press select on the sdk
Is there a way to, and if so how to, adjust GogoLoco animations?
my avatar's hips sink much lower than it should when I lay down which makes it look weird with the legs stretched, pointing up
almost same as windows
.
im tryna give avatars windows and android support
but i cant upload them to windows from here
yea you can
ok then, let's check how much you know:
- have you installed unity hub & vcc-compatible tools(like ALCOM)?
- have you installed unity editor "2022.3.22f1"?
how do i opimize avatars vro
ive done 2
its telling me to make it 20mb lower
but ive never herd of alcom
so freaking annoying
alcom is vcc compatible tool for cross pratform(windows, linux, mac)
is your UnityEditor installed from unity hub?(manual install is not supported, i think)
you can check and edit texture's settings(like this)
i did that and it only took away 6 mb
ok, so simplify your meshes in blender
and i think this is a bit wrong channel, try ask in #avatar-optimization
hmm, see "Settings" tab, and check your unity hub path is collect
it is
then check this. in your env, surrounded area is empty, right?
howdy, I'm importing a model from VRoid for the first time. I'm a total noob at this and wanted to make it easier, so I used this VRM converter to save me a lot of work:
https://qiita.com/100/items/7315fe3a7eb75732ae43
It seems like it worked great, the only thing being that when I'm using FBT my entire body rotates with my head. I know this is probably an issue with the neck bone, but I just don't even have the option to go into the rig tab and try to edit it (not that I'd know how to fix it) probably because it's a prefab.
I'm fully aware that this is a big ask because I took shortcuts that probably make helping with this way harder, but I'm super satisfied with the results barring this one issue, so I would super duper appreciate any help...
is there a way to fix an issue where the avatars chest snaps back into place when I move on desktop? might be the chest bone im using, but its just weird
setting up a new avi and its giving me this under my layters... anyone know what this is or how to fix.. 😭
Did you rig it as humanoid
me ?
what do you want? If layer in Playable Layers is None, it's work with default animation
i am trying to load face tracking onto the avatar, there is no addative layer or gesture layer
No but it’s not upright it’s just in the floor
i made a shirt for my avi but even when using the same model that worked before now suddenly its out of tpose although i enforce it to tpose but it doesnt seem to stay even when i do apply and done? what do i do
okay so my friend is having this weird problem in blender with the legs being a weird O shape, does anyone know how to fix this? (They tried the bend tool)
(I don't know a ton about avatar creation or blender so sorry if I explained things incorrectly!)
errors and such i get with the issue above (when doing gogoloco)
Show the animator component on the root of the model
this page?
or this one?
That second what I was talking about
ohh
Hmm, have you tried setting the rig type from humanoid to generic back to humanoid?
i have tried but it wont keep the enforced tpose
What is that error the rig tab is talking about?
it acts like it doesnt have certain bones when it does
and its model does work
but its a different one
the one i added the shirt to isnt working
Why does it do this in unity
But not blender
Already checked vertex paint
Help please
I wanna fix it
What is "this" referring to? I dont see anything wrong in the pictures
U see the shaded spots
I circled in blender it looks normal
In unity its this weird gray orange and cant fix it i tried with all different shaders
You're never gonna get a 1:1 model from blender to unity. There will be small differences.
If anything you might be able to use a cel shader to get that result. The only cel shader I know about is Silent's cel shader. If that doesn't work, you can maybe try using an outline shader but if it still doesn't work then you'll just have to deal with the difference
I know people who have made it without the issue
Should i go back and just redo the body
isnt it just uuuh realtime light color?
Wdym
I know my light color is set to white
how would i parent the shirt sleeves to my avatar, i put it on the chest and it only keeps the shirt on but the sleeves dont move, they move if i play with the armature but im not sure how to connect them to the model to move with the arms
i thought maybe unpacking and then dragging to the arms would work but that doesnt seem to be the solution either
this shirt is rigged as well
this is what happens
is it possible its because its not weight painted? i couldnt get weight painting to work at all
I GOT IT TO WORK if anyone else has this issue link using vrcfury armature link and link the rigged clothing parts to their specified location.
i feel like videos i find never seem to cover how to do shirts and things that arent just one single parent
also unpack before doing this
Or u can combine it in blender
It would be better for you to use poiyomi multilayer math since that's like a cell shader or even wrapped in poiyomi
Those models definitely weren't made in mind with pbr textures
And most standard shaders are just pbr stuff
Anime and cartoonish things are npr
PBR is physically based rendering and NPR I think is non-photo realistic
The shader is trying to reflect actul shadow and light, I would assume some sort of specular or metallic is giving it the grayish orange look you see. Because it doesn't have any specified maps to tell it not to do spec or metallic n what not on those specifics areas.
can someone explain why its good to unwrap your mesh
im not sure i understand
i think i did this right but im not sure why
It helps preventing distortion and allows you more control over how terxtures are placed on your model
Manually unwrapping is pretty much necessary for more complex models, and it's generally good to do so you have control over where your seams are :>
If the texture and your model are really simple you can probably just get away with automatic unwrapping.
honestly all my textures are just flat
but i am likee
using 3 materials for the mouth
xd
im only at 8 materials but still
How so?
well i basically apply one material for each color and stuff
im very new at this
xdddddd
literterally my first avi
mouth and face use eyewhite for the white plane on the eye, yellow for mouth and black for eyes and stuff
ik its not how ur supposed to do it but im not sure how to optimize it yet lol
aah
You could probably just add all the mouth parts into one UV map and make a texture where you colour the different sections your respective colours
Since everything is completely flat you can probably just fit it into one image texture
i think i did that
im not sure
lets see what i did lol
this
i havent exported this yet or anything but
Yeah pretty much like that
In the texture painter you can create a new image and you should be able to see your selected UVs on there too to see what you need to colour
Kinda like this
I did it with a different program so the textures look funky but especially for simple stuff you can yust texture everything inside blender (Or use a drawing program)
Basically the entire body is one material even tho it consists of multiple separate pieces and colours
i hope that makes sense fhds
im kinda new to 3D modelling as well so i'm bad with terminology
You're welcome!
It's so much and sometimes i just randomly discover smth new and i get confused all over again
that can be done by baking it in blender or combining it in photoshop
fortnite uses shader stuff to get the lines on it so its not on the actual texture itself but a seperate one, its usually all red lines on a black background
u there?
u have to make key shapes in blender to be able to use lipsync in unity?
anyone know when the constrainted physbone bug is getting fixed?
they said it would be fixed but its obviously not in the current release
dont wait for them to re-evaluate a fix that doesnt work (they never will unless you go complain)
If your model doesn't have them, then yes. If it has them already then you just tell the avatar descriptor what mesh they are on and then either let it try to automatically set it up or you can manually add them.
You can also use flapjaw, which is a mouth movement system that will rotate a bone (open and close your mouth) whenever your mic makes a sound. Though that would require a jaw bone, so either way needs some setup if your avatar doesn't have it already.
its empty
also mb i passed out
i manually added it i think..
yezzz
i did tttt
ty
:3
but u have to make the voal mouth shapes urself>?
Yes, I know there are tools (I think it's CATS) that can speed up the process. Something about only having to make a few shape keys, then it will generate the remaining. Though I've never used it so don't quote me on that.
i upgraded one of my projects to Unity 2022 and I think something changed about the way transparency is rendered I now get the pupil punching through to the background of the eye instead of properly working with the eye.
any idea how to fix this? shader is poiyomi but completely unchanged to the working 2019 project
thats how it looked before
Hey, I've tried removing extra phys bones like one on their hairs and tongue, but now the avi is melting a part.... Any advise to a novice? 😅
Do not just removing bones. You will have to merge bone weight paint in blender.
it there any good tutorial about that on youtube? Since I haven't' found any clear advice on this problems
Merge vertex group/weight paint is an option from CATS plugin.
the cants isn't working on my blender either -.-
- I'm still clueless about what you are talking about -.-'''
You might be not using supported version for a certain blender version.
you've gotta re-weightpaint those areas to their correct bone, since cats doesnt "work with your blender" you'll have to do it manually https://www.youtube.com/watch?v=4fICQmBEt4Y
thank you
or if you want to use cats, get a version which works with the blender you're using
no idea which version it might be, other than it doesn't work in the latest blender
search in this channel, the links to what works in the latest Blender have been posted many times
officialy cats dont support blender 4
youll need to find the unofficial one for that
Make sure the material is set to "Transparent" and not "Cutout"
it is
Its so weird that i didnt change anything about model or shader and the migration caused the issue to appear
Hmm weird. Might be some kind of render order or Zwrite issue
Maybe Unity changed behaviour but I cant figure out how to fix this
Maybe try changing the preset to something else and back to transparent. Just in case some settings had been changed during migration.
Good morning! Lol I was going to ask for help with an issue. But as I was typing, I realized the problem. I am working with decimals and not whole numbers. 🤣
...i fixed the eyes in a way i absolutely despise
I split the eye layers into 2 seperate materials that are exact copies of each other except one has -1 render queue
now it renders without the issue
If it works it works. Sounds like it just doesn't like stacking transparent objects on top of each other without being told which should be in front
might be an optimization thing in newer versions of Unity
well sadly that in turn means it de-optimized my avatar cus now i have two seperate transparent materials, thats gonna cost draw calls...
well atleast it works
Yeah, that kind of sucks. You could always change the eyes to not use transparent textures if you're concerned with performance 🤷♂️
It may also be possible to change the render queue on a per-object basis, but don't quote me on that Nevermind, I don't think you can anyway
its all one mesh so wouldnt work cus its one object
Seems like you didn't install Windows build support when you installed Unity
ty furry lizzard man
:)
Hi folks! I'm still having this issue, and was wondering if anyone could help me fix it? I recently paid for a vrchat avatar, but this error keeps happening when i try to upload it.
You have 5 errors but shown only 4. Look for the first error.
Anyone know how impostors choose their shaders for rendering? cus i just had a very funny fail, my impostor is only my eyes and the rest is some weird z-clipping null material
like i know the geometry was there during rendering cus the eye can be hidden by turning it, but its like... just the eyes present lol
anyone know how to make ribbons flow naturally instead of springy like?
turn down the spring value in your physbone forces
turning down the pull value may also make it feel lighter
Hi, anyone know how to create a C# script in Unity that reads values from VRCExpressionParameters in real time?
are you asking about editor tool?
i don't know what is editor tool or i just don't remember
my idea for now is simple i want to just have one of my parameters from VRCExpressionParameters in my script
Any optimization reason to only use one shader on an avatar as opposed to multiple different ones?
you know....you cannot use C# on avatar in-game...
saving render cost + save file size also.
Cool cool thanks
ok thanks that means i'll have to do it through an animator which will waste a lot more time but thanks for the info
Greetings everyone!
I want to duplicate my avatar project in Creator Companion so I can make some halloween modifications without messing up the original-- what is the best way to go about that? I don't see any buttons for duplication
@atomic hound render cost would be same (if same/different shaders have same complexity) unless you combine both meshes to one, its not like two avatar meshes can be static batched
Should I just make a copy of the project folder? would that cause other issues?
How do i unlink 2 avatars? (i wanna make a variant of the avatar i have but each time i upload it, it uploads on top of the original avatar)
@fickle tundra sure, or backup with vcc and extract back, same as copy but less junk
aha, thanks!
@ruby summit find pipeline manager near descriptor, click detach
oh ty
Does anyone have a single gunshot particle effect i could really use one
i need a particle plss
I lowk messed up but is there a way for this not to happen when i detach it from bones or rename vertex groups?
Its going back to default state
A-Pose instead of the T-pose i changed it to
Its connected to the armature with an armature modifier and as soon as i remove that it goes back to the "normal" state
Im going to upload a avatar and it gives me an anchor error
Then stops me from uploading
Any fixes
unity script for copying blendshapes anyone know? 👀
exceptionally unlikely to be realistic in Unity, it's not trivial in proper mesh-editing programs like Blender
Anyone can help me pls? I wanted to come again to my avatar maker era and this appears when i try to open a project
@trim lagoon open unity hub and check license
replacing ssd or cpu breaks it, just need couple clicks
whenever i change a texture size it breaks my inspector until i restart unity and it refuses to show me anything without constantly undoing things, its like the inspector refuses to update, and it gives me this error in the console, does anyone know how to fix this?
is it possible to have the head or eyes use with the puppet contol?
it only started happening to me when vrchat moved onto unity 2022.3.22f1
like this every time i tried to use it it doesnt work
not copying blendshape data
just values
between same meshes
How does one fix an avatar that is pc and quest compatible but shows as an error robot for quest users?
yes but it's not just as simple as animating a transform. You need to disable tracking for them when the puppet is opened
in here?
use the tracking control state behavior
this?
yes
i did that but it still not moving
also the head can only be animated in certain layers
You can use the action layer
or you could just use a rotation constraint tbh that would be easier
constrain the head to an empty transform, by default have the constraint turned off, then in the moving animations turn on the constraint and animate the rotation of the empty
ohhhh
eyes as well?
yeah
ok
when i constraint the head to the empty when i rotate it a little it spins fast
fixed it
what am I missing>?
what is pbr:?
Hiii, I added this piercing to my model, it syncs when I test it in scene but it doesnt in play mode (as shown picture). How can I sync it with mouth movement?
are the piercings on the same mesh of the face
Is this what you mentioned?
then no, VRChat visemes can only be applied to a single mesh
yes but actually no
The accessories use modular avatar, I did it but it said this. It worked for clothes but not this one so I was tryna do it manually. Is there a way to make it sync?
physicality based rendering
(or Pabst Blue Ribbon, a decent pilsener. Depending on context.)
if you want your visemes to be as smooth as the vrc avatar descriptor's, we'd need floats for each viseme
technically no
u mean the shader?
I'd like to see what solution has been came up with then
Advanced Visemes from VRCFury still isn't as good as the descriptor's based visemes
Yes, it refers to how some shaders work
transition duration is one way to smooth them out to work better
is there a anthro slime avatar ?
what i have noticed is , my avatars dont have real shadow in vrchat
they arent effected by light
what shader are you using
shading tab
then you are probably using flat shading
dunno anything about shading
shading is your shadows
and what r shaders?
gonna look into this tmorrow
i go sleep
thx
what does this mean?
but my tank has 0 shade
You can't have a mesh named the same as a humanoid bone. Rename your head mesh (likely in Blender)
yes
change it to something else
seriously, read the docs
it is grayed out
see in the docs about locking
then unlock the shader?
at the top of the shader
can somebody @ me a tutorial for how to make a quest compatible grabbable hat toggle that other people can grab with the new vrc constraints? There's nothing on youtube
now im getting this error
did you delete the head bone?
if you didn't just go into the rig configurator in Unity and assign the head bone back
seems like an incorrect armature
anyone know how to fix when i making the animation the eye skins work but in play mode or in game they wont work?
sure, find out what animation is changing them from the default