#avatar-help

1 messages · Page 2 of 1

rustic swan
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i have a issue, when i load into play mode, the asset i put on my avatar is there, but cant be seen.

mild solar
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i’m not sure why the blendshape is changing how the material looks so drastically. they only look normal when inside the head

random fjord
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i need help everytime i try to upload my avi it says this

bright panther
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Anyone know how fix default blendshape on 2022?
I edited blendshape on avatar directly to set is as my default face.

On 2019 there's no issue it's working, but for some reason 2022 just broke the default face. It work however if I not use left/right hand gesture on FX layer, but as soon I put hand gestures whenever I not doing any hand emote the default face just broken even though idle is empty.

dense dawn
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i tried adding goco loco onto my avi and this happenned

junior void
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Did you actually import gogo itself into your project

junior void
dense dawn
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What that

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What that

junior void
#

You added gogo loco to the avatar that takes "modular avatar" to merge gogo into your avatar when you hit play or upload it
Obviously the script to do so from modular avatar cannot work if you never added it

fair mirage
#

is it possible to adjust how much the neck bone bends when looking down? it barely bends at all which both looks bad and makes the perspective weird when looking down

worthy urchin
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so i have a question about combining parent and aim constraints.

i'm remaking a sax playing avatar for a music video. right now it's in a "good enough" state so i'm a little hesitant to touch it, but I have an idea that might make it better if it works how I expect. i just want to make sure i'm understanding correctly before i mess with it again.

right now it works very simply. there is a "SaxHolder" object attached to my avatar positioned at my character's lips with a parent constraint tying it to my Head. there is also an aim constraint that targets an empty gameobject in my left hand. the sax model is a child of this SaxHolder object. the aim constraint is set up so that the axis points from the origin at my mouth and goes through the point on the sax where the left hand sits. (picture 1)

this works fine if i can keep my left hand the right distance from my mouth, but if i get too close or too far they stop lining up.

i'm thinking i could leave the parent constraint as is, but add a second gameobject as a child of SaxHolder and parent of the sax model , positioned at the joint on the sax. i would then move the aim constraint to that child object and set it up so the axis is going down the length of the sax. (picture 2)

would this work how I hope? or is there a better way?

also, right now i just need to carefully keep my right hand lined up in about the right position manually - it's not tied to anything directly. how complicated would it be to disable tracking my right hand and arm and just glue that hand in place on the sax so the whole system moves based on my left arm instead?

forest dawn
#

If you don’t mind, could you submit a support ticket for this avatar and include its ID? That’s a very strange result.

left wren
#

trying to make a gesture controlled weapon fire. it works in unity and should work in game but i have squat for results

rancid anvil
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nothing doing that
the normal animation is empty

spark walrus
#

why is this in the floor?

balmy barn
#

your origin probably in middle of mesh, blender - set it as where you want it to be touching ground

spark walrus
#

in untiy it is on the ground

night ember
ornate stump
night ember
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🤷‍♂️

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by using blender?

balmy barn
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3dmax/autocad/cnc stuff/drawing actual rl big boards/blender/unity ect ratl

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only thing hard about blender is learning controls

ornate stump
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Trial and error is the bare minimum learning method. You could try looking for blender donut tutorial which is a common learning video.

balmy barn
# spark walrus in untiy it is on the ground

when you have a descriptor on avatar - click and white line appear where your origin and directions will be , you can fake it in unity with a gameobject and put mesh under it / fake skeleton also work

ornate stump
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Then the rest is just learning tips and tricks here and there.

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Did you read my previous message?

ornate stump
spark walrus
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ok

spark walrus
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I see that line it shows direction, but how do I know how deep my avatar g oes under the floor?

somber sequoia
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you should really fix this properly in Blender

ornate stump
spark walrus
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but i put it above the ground

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and the object in game is still below floor levevl

ornate stump
pulsar trout
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So how come when I do the "fix avatar" it messes up everything like this? Now the face and part of the chest don't move properly

ornate stump
spark walrus
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it is

#

in the middle

ornate stump
# spark walrus in the middle

The line indicate ground level of the avatar. So if the line at the middle, that means lower part of the model is going to be underground.

spark walrus
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yes

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it is bc in blender i see Object is already in the ground

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when u import it into blender

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I wonder how i move the object to snap exactly to the ground

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in Blender

somber sequoia
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move it to the right location, apply transforms

ornate stump
spark walrus
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but then it will not sit on the floor in unity agian

ornate stump
spark walrus
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i dont see where it will be in unity

ornate stump
spark walrus
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i know, but i dont know how muc h i need to move it up or down

somber sequoia
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In Unity set the avatar's location to 0,0,0

spark walrus
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that doesnt fix it

somber sequoia
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then it has the wrong origin in Blender.

ornate stump
spark walrus
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it will hover above the ground

ornate stump
spark walrus
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I moved it in edit mode

pulsar trout
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Can anybody help me with my problem?

ornate stump
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No one can help without knowing the problem.

spark walrus
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it is flying now

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ion un9ity

ornate stump
somber sequoia
spark walrus
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it cannot

pulsar trout
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Well my problem is that my commission artist did WAYYYYY too many bones, I'm having a hard time fixing it. They did 900 bones, but vrc only allows 400....

spark walrus
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the model and object are different nights

somber sequoia
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... 900? wow.

pulsar trout
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yeah...

somber sequoia
#

that's kinda crazy.

ornate stump
spark walrus
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i mean the qwhite line and model

junior void
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how does one even justify 900 bones

ornate stump
#

Did you actually mean "height" and not "night"?

pulsar trout
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Behold! 900 Bones!

spark walrus
somber sequoia
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but possibly it could be rigged for animation rather than VRChat.

pulsar trout
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They are a professional artist, they did a bone for like everything for max fidelity I guess

junior void
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This is not a rig with vrc in mind

ornate stump
junior void
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I rigged my avatar like that in the beginning to help with facial blendshapes

spark walrus
pulsar trout
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The problem I think is with the body bones, not even the face.

somber sequoia
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Pika you seem to be trying really hard to do things without learning how to do things, I'm quite confused.

ornate stump
junior void
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the problem is the whole thing

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in vrc avis, the most you have in the face is 2x eyes and a jaw, head and neck, maybe ears if its a furry

pulsar trout
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There's bones inside bones

junior void
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the rest of the body does not conform to vrcs humanoid standard either

pulsar trout
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like what

somber sequoia
junior void
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this is twist bones

somber sequoia
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possibly also has muscle deform bones, those are fun

junior void
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keeps mesh from behaving like when you wring a towel

pulsar trout
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But they still add to the bone count, no?

somber sequoia
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still you shouldn't need 900 🙂

junior void
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they do

ornate stump
pulsar trout
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I have no idea what to do about this :/

junior void
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you will have to remove ik bones and merge weights until you come out with something that is conform with vrc's humanoid rig requirements

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If you dont know blender, youre best off commissioning someone for it. This is advanced, even for my standards. I do rigging for vrc, never did i ever touch ik stuff so youd need someone who knows what theyre doing to fix it up for vrc

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and yes, that sucks ass

somber sequoia
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yeah I know how to do this and it'd be a whole bunch of work

ornate stump
somber sequoia
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ah I was just typing that

pulsar trout
somber sequoia
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ah, yeah I can see why now

ornate stump
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Curious if they know about vrchat they won't be making such a high def model.

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Even for a game in general, that's bad too.

pulsar trout
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How much would it cost to fix this?

ornate stump
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Optimization cost can be widely ranged.

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Although other than bones count, you might have to worry about polygon count too.

somber sequoia
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wouldn't surprise me if this is a day or two worth of work

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just for the bones and re-weight painting

pulsar trout
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Poly count is under 50k

ornate stump
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Well that's good then.

ornate stump
somber sequoia
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ooh does it even have viseme shape keys....

pulsar trout
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My genuine reaction:

ornate stump
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I would doubt it doesn't have the essential shape keys.

pulsar trout
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I made the shape keys myself

ornate stump
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So when that part had done, the excess bones can be deleted.

somber sequoia
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yeah I was guessing that if it's got bones for the face, it may not have shape keys for visemes, but good that it does

junior void
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someone really went all out on this one

pulsar trout
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Well I tried to do that with the fix avatar button, but then it has some issues

junior void
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you never use fix avatar for non-vroid iirc

pulsar trout
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That's when this happens

junior void
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its not meant to be regularly used for just any avatar

ornate stump
junior void
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ah, mmd, not vroid

ornate stump
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I think Vroid also has its own button.

junior void
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i keep forgetting that exists

pulsar trout
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Well it does surely reduce he bone count to under 200 lol

somber sequoia
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not in the right way though

junior void
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youre better off using merge bone weights to parent

pulsar trout
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displeased

junior void
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to reduce it to the standard vrc humaoid rig

ornate stump
junior void
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lets just start at the beginning: you need to know which bones classify as ok ones in a vrc rig so you know which ones you need to reduce or merge

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twist bones for example are very useful and id keep those as well

somber sequoia
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yeah I love twist bones

pulsar trout
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I fear I may have to hire someone. I also fear the price to do so

lime mural
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I have a couple emotions on my avatar but is there a way to make them look painted kind of like the last image

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i think it might improve the style

pulsar trout
somber sequoia
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I never said I'd do it, and I haven't actually inspected the model

pulsar trout
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I mean as a general thing

somber sequoia
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and you shouldn't do that here, go to the VRC Traders discord and find someone verified

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as a general thing I'd inspect the model in more detail before talking about time/price

ornate stump
pulsar trout
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Yeah, I'm just disappointed I even have to do this

junior void
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if i had the time, id offer to do this, even if i ended up failing

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i never had a rig like that under my nails so its be a learning experience but my own model needs fixing badly and its peeing me off lol

somber sequoia
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this seems like one of those things that starts easy but then you spend a week trying to fix weight painting

junior void
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xD

pulsar trout
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I did find a model with less bones they provides, but the weight paint and bone hierarchy are off

junior void
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Theres really nothing more we can tell you

pulsar trout
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Well it's definitely more normal looking

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Until you move it XD

ornate stump
pulsar trout
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No

ornate stump
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Should be able to claim responsibility from the author since the model shouldn't to that. It's broken.

junior void
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true^

pulsar trout
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yay

junior void
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aside from the face bones, this looks like a standard vrc rig too

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maybe 1 hip bone too much (hips, spine, chest, chestup)

pulsar trout
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But the face hates to move with the rig

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everything else is fine

junior void
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the creator has to fix that

pulsar trout
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Upon more research it seems there's two sets of bones here, when moved together everything works. Now I just have to combine them the right way

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I did it!

junior void
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The model now has end bones

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GG^^

pulsar trout
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end bones?

junior void
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Look at the toes

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before

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You must have exported the fbx and forgot to untick "add leaf bones"

pulsar trout
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is this a simple fix then?

ornate stump
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Actually you should not import FBX back into blender.

pulsar trout
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I haven't exported yet

junior void
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I don't really see a reason to do that anyway

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Well, somehow these bones appeared

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So what you did only you know

pulsar trout
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I'll just delete the end bones

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Clean boy

junior void
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now you gotta make it fit vrc rig standards

junior void
pulsar trout
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The old one was the fix model button, I restarted from scratch

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these are the og bones

fair mirage
halcyon geode
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Aight so quick help I could use rf- I was updating the fbx of a model in blender to add some blendshapes and when reimporting to unity the models from the scene vanished. The avatar gameobject and all the scene hierarchy is still there but the mesh and skeleton themselves just are not appearing in scene view or in game mode. What gives?

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Update: Here is the import error

somber sequoia
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that's fine

fair mirage
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ur probably best off just making a fresh fbx

mild solar
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any help?

fair mirage
# mild solar any help?

probably an issue with normals, blendshapes can mess those up sometimes. I don't remember how to fix it though but I think it was somewhere in the import settings for the fbx. if you haven't done the "auto fix" stuff in the vrchat upload menu yet I recommend applying those too

mild solar
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i already tried auto fix solutions, i think it’s something with the blendshapes because it keeps making the material matte no matter what material i put on

ivory cove
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Should I be concerned by this error? Its a fresh project, nothing in it but the updated sdk

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Anytime I start a project now I get this issue

somber meadow
ivory cove
somber meadow
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your base and avatar packages are mismatching versions

ivory cove
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Oh would that be why?

somber meadow
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change them so they use the same exact version

ivory cove
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Gotcha

somber meadow
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persistence is only for worlds which is bizzare for it to show up in avatar projects

ivory cove
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Yeah it suggested I update it to that one

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Yeah changed it back but it suggests me to upgrade it to that other version

somber meadow
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yeah just ignore that or turn off beta packages in the vcc settings

ornate stump
ivory cove
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Not even sure how I ended up on the betas x_x

somber meadow
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it's the "Enable pre release packages" setting in VCC

ivory cove
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Appreciated

dark jay
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has anyone ever had a avatar emote audio bug where when u change into the avatar it plays 1 second of a emote audio then stops

somber meadow
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is that audio object on by default?

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as in the object is enabled in the hierarchy outside of play mode

dark jay
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its only with one emote not the other emote audio

dark jay
somber meadow
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how's your animator setup for enabling this audio

somber meadow
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so the audio on animator state is default (orange)?

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that'll be why

dark jay
pale wigeon
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i need help I dont know why this is a error?

dark jay
somber meadow
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right click your off state and set it as the default instead

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this will skip the awkward 1 second audio on thing as the first state that will play is the off state

dark jay
somber meadow
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no

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right clicking this will give the option to make it the default state which will turn that state orange

dark jay
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oh ok

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nvm i read wrong

fair mirage
fair mirage
dark jay
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Lmk

polar pasture
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I was just banned from vrctraders for having an alt account 😭 I didn't even know that I had logged into their verification system before on an alt account. Help???

I don't even know where to ask about this. I just wanted to commission a model and there i go 💀

rocky axle
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so i having this werid issue.
Trying to make a toggle for a avatar,
And when i try Turning it off, it comes up as Missing?
its there, so i dont understand why.

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Example:
Hits Record*
Turns it off
Shows Missing
Pretty much all i did.

warm merlin
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Did you delete the object instead of hiding it?

rocky axle
#

it even does that if i Choose to hide the Mesh Renderer Instead

rocky axle
warm merlin
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That is an odd fix

somber meadow
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is that a space in the name?

polar pasture
night ember
polar pasture
spark walrus
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how do i do image devision:?

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agian?

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1000x741 is the image proportion

left gull
polar pasture
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Ahh i see, thank you

left gull
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what you could do is try directly messaging their mods (though after looking at the list its a bit confusing on who you'd try to reach out to for help 😞 )

worldly whale
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how do i fix this?

trim lagoon
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Hi!, Can someone help me pls? I want to make a toggle so when i click that toggle it put a clothe in my avatar, But this is happening, idk if in this things smth is wrong

floral haven
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hey everyone. Im working on my avi right now and having some issues. for context, i have three versions of my avi in one scene, two for PC and one for Quest. I went about changing my shaders to quest compatible ones on the avi i have designated as the quest version, but it also changed the shaders on the two PC versions. How do i make it so only the shaders on the quest version change? Thanks!

trim lagoon
worldly whale
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cause looking at the photos

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it seems to work?

trim lagoon
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When i put off the toggle, it appear the outfit that i want to toggle

worldly whale
#

have you tried changing the equals and not equals?

hidden loom
#

Hi, this is my first time working with "mesh particles". I use a few dripping particles, 11 in total which emit 1 drop at a rate of at max 1 per second and 0.01 per second (any value inbetween those numbers). One drop has around 1,2k polygons. Why does this warning message show 42k polys?

night ember
trim lagoon
night ember
#

not whether or not you can reach it

trim lagoon
#

When i play gesture manager it appear that i have the toggle on

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But i didnt even click it

hidden loom
worldly whale
night ember
trim lagoon
worldly whale
hidden loom
#

probably by accident on one of them yes (typo) wanted to have 3 on each but it can never reach 3 due to emission settings

worldly whale
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just a simple animation change

hidden loom
#

It still shows this many but I can't avoid that it seems. I use 11 game objects with the particle system in 11 places on my avatar after all. Each game object is now set to limit 1 max

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but it should be fine hopefully

night ember
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enter edit mode or sculpt mode
what do you mean by "human pic"

worldly whale
night ember
#

although if its a fast moving particle or if the particle already looks flat then you could just use a flat texture instead of mesh

hidden loom
worldly whale
night ember
hidden loom
#

The particle system is on a trigger so it should be fine

night ember
#

before even trying to do anything in blender you really should watch tutorials

hidden loom
#

Thanks everyone btw, appreciate the fast help

left gull
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well yeah messing around/trying stuff is how you learn a program which should always be your first step

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but expecting to make a full human model when you dont even know the basics of a program (based off all your multi-posted questions) doesnt get you anywhere and just makes you frustrated faster

surreal yacht
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I'm trying to upload a thumbnail for my character but when I attempt I get this error in the console, has anyone seen this before?

south agate
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i have a few material swaps set up for my avi but they don't seem to work in game (they work in-editor)

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what's more, two of the toggles seem to be stuck on (not a wd issue to my knowledge)

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they just. don't turn off

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if i manually change the parameter through gesture manager it can be toggled off

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[ clicking ]

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.. never mind i figured it out

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VERY confused as to why that was causing any issues :xD:

vagrant crater
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So long shot here I basically wanna make a avatar gain a lot of speed very quickly with either a toggle or gesture and be able to launch himself whatever way he’s looking

warm merlin
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I make separate materials just for the mobile platforms and have texture images set to compress for Android.

barren wharf
#

hey i can't view my hat from the underside how do i fix this?

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nvm i fixed it

somber meadow
#

what shader are you using for the hat

barren wharf
#

i had to turn off culling

somber meadow
#

yeah was gonna mention

runic ether
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Hey there, there's something weird going on with my avatar and I'm not sure how to fix it. I made a wind up toy character with a key in its back, When I try to make an animation of the key turning, It seems like both Y and Z Axis do the same thing and I can't rotate it right

devout moat
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hello i need help and i don't know where to ask for it because i have a doubt i am new in this avatar thing i never made one and my doubt is that i want that when a person grabs my bear someone can help me thank you very much if someone helps me.

night ember
#

I legitimately cant tell what you are asking

toxic panther
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Trying to look for it everywhere.
S7 mha Shigaraki gets a longer hair.
Question is does someone have it? I Hurd it's in ultra impact but I can't access it

pallid jolt
#

how would i go about linking this properly?

toxic panther
night ember
#

same difference

toxic panther
neat coral
#

Anyone knopw how to fix this?

left gull
#

same with avatar-quest but its for the development of quest specifically

left gull
neat coral
neat coral
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vrcBlush im going crazy as I made this and it was fine a month ago now its not

left gull
#

well if you read the errors listed its pretty simple whats causing the issues, your bounding box size on one of the meshes and texture memory is likely the main two reasons but your other stuff like material slots,phybone count and mesh particles are just as bad

young cairn
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is it just me or did thee limit on triangles change..?

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my model is around 19k and last i checked they wanted 20 max

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now its asking for 10k

left gull
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20k is max but if you want a good ranked its 10k

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or wait..

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that's the limits/ranking for quest not PC

young cairn
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my last model was the same amount and was ranked as excellent

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i know, im trying to make it quest compatible

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im wondering if they lowered the total amount

left gull
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no i mean you're getting the warnings for quest but your SDKs selected platform is supposed to be aiming for windows

young cairn
#

magic

left gull
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your panel might be a bit bugged, do you swap platforms via the SDK panel?

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or through build settings

young cairn
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i have no idea, i made my first character like a year ago, and now im back to make a 2.0 and i forgot everything

left gull
#

hm try File>Build Settings>then check platform off you're attempting to upload to and see if panel fixes up

young cairn
#

it saays im on a dedicaated server?

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sorry my a key is broken

left gull
#

can you screenshot what you're looking at?

young cairn
#

this isnt exaclty my current issue but i apprecaitr the help

left gull
#

if you're trying to upload to quest swap to android, you can ignore the "dedicated server" button stuff

delicate ledge
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I am having the hardest time with VR Face Tracking - I have a quest pro, have a FT capable avatar, running Jerry's face tracking, leveraging virtual desktop and VR face tracking app with the right IP address for my PC. I do not see any variables in the OSC debug menu. I do see a pop up in headset that says it's sending to my VR Facetracking app on my PC - I don't understand why I cannot manage face tracking! Does anyone have any ideas? PS - apologies if this isn't the right channel for this type of question

fallow fiber
#

im trying to mirror this arm onto the other side but for some reason it ends up in the wrong spot 😭

young bear
peak jolt
#

Really new to unity, how would I format this to run a 2nd animation within the same entry if that makes sense

delicate ledge
young bear
peak jolt
young bear
peak jolt
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No idea I needed todo that, but worked now ty!
Only started using unity today and wanted to make a like a dissolve toggle for my avatar

cinder flicker
#

does anyone know if there's any updated documentation in english for liltoon?

#

can't figure out how to get the outlines on hair to not be like this. made the hair with nurbscurves and converted to mesh

celest bane
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Stuck on connecting part but wifi is great it won't let me join vr home world

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Is this where I ask the question

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New to this discord

ornate stump
ornate stump
young bear
cinder flicker
young bear
cinder flicker
#

i feel like something is wrong with my mesh if it has to be negative

young bear
cinder flicker
#

will show blender in a sec

young bear
# cinder flicker will show blender in a sec

looking at that, it might be a case of your normals being inverted/wrong? AFAIK most 'outline' shaders work by creating a seperate mesh at render and scaling it along the normals

young bear
cinder flicker
#

not as dense in the back because mirrored

flint current
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im trying to add this unity package for face tracking but i removed it but when i try to re-add it it still thinks that they are not new and are causing me issues, anyone know where i could clear some kind of cache or reset this?

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blender one is the one that is giving me errors

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and not importing properly

young bear
# cinder flicker

it's a bit difficult to tell with that. can you try with face orientation instead? you might want to enter solid render mode temporarily since your hair is colored and the face orientation shows with color

gentle goblet
#

Hmm I added some piercings to my avatar's lips and they move with the face but when the mouth opens they don't follow the lips and I am not sure how to fix that ;-;

young bear
cinder flicker
flint current
#

i cant find it anywhere like aa

young bear
flint current
#

or any of the ones listed with the package

young bear
flint current
#

i have hidden files shown

young bear
flint current
#

i searched for the whole project

gentle goblet
young bear
# flint current

you could always make a new project and re-import your assets and then try re-importing the prefab. I know it's a bit of a 'nuclear' option but it's the best way to clean up any unity hangups that occur

flint current
young bear
flint current
#

okay ill see if it wants to work

flint current
young bear
# gentle goblet Uhh...So um, I am on blender right now and I am just putting together the model ...

i would highly reccomend following a general blender tutorial to get a feel of how it works beforehand, but basically to join two meshes together you select both of them so the primary mesh is highlighted in yellow instead of orange, then press ctrl+j. after that, the visemes will be in vertex groups. they'll most likely be labeled vrc.v_aa or aa or something similar. once you select the vertex group associated with the blend shape, you'll need to move your piercings to match the blendshape, and repeat for all the visemes. it's not exactly an easy process for beginners but that's the only way to make them match your visemes if you're making them yourself or if the package you got them from doesn't have blend shapes themselves

gentle goblet
young bear
young bear
flint current
#

there is no way

#

🔫

cinder flicker
flint current
young bear
# flint current

does this prefab creator have any sort of contact information? I would try and get in touch with them since if this is happening on a fresh vrchat project then there's likely something wrong with the prefab itself.

flint current
#

it imported fine earlier

#

so something in assets is messed with

young bear
#

one last thing you can try @cinder flicker: try to make a new object in blender and join the hair mesh to it. OCCASIONALLY blender can display normals correctly when editing but they export incorrectly/inverted. joining it to a new object has caused it to display correctly from what i've experienced.

#

it's a pretty obscure bug in blender itself and IDK what even causes it but i've experienced it a couple of times when making models myself and that's the only solution i've found

cinder flicker
#

oh yeah also i forgot to actually switch to liltoon in the screencap but it looks the same with poiyomi

young bear
cinder flicker
#

already in a call atm but if you're available in a day i probably can

young bear
#

you can @ me here if you haven't figured it out by then. i'll probably not be on until the afternoon tommorow though

young bear
flint current
#

will do

#

its just issue is kind of cause by me

#

since it did work in the first place

#

so idk if they're even willing to help but i reached out

#

ok this is really weird

#

now happened to fresh download of the avi and also the face track dlc

#

even though it worked earlier

#

lol

stoic bobcat
#

tried importing this to unity with the animation on it, and it doesnt reconnize it has the rig or something, doesnt play its animation, and when I drag it into the window to view the animation, it gives me a error

flint current
#

one day ill understand this program

dark jay
#

Does anyone know if theres a addon to rename bones in blender without having to manually doing it

sacred ridge
#

Hoping that someone here can help me.
I'm making an asset that I'm currently trying to animate in Blender then import into Unity. I've never really done much animating in Blender so this might just be a mistake or something but I cannot for the life of me figure out how to export blendshape animations in the actions. I'm at the point where i'm thinking I'm just going to have to make all the animations on the main timeline and split them using Unity.

sacred ridge
#

For bones you'll have to set it to rename bones in what you've selected though.

#

(If you set it to the same name, all the bones will default to having ".001" ".002" ".003" ect ect)

arctic ginkgo
sacred ridge
dark jay
stoic bobcat
#

tried importing my fbx with an animation on it and this just comes up, no clue why

young matrix
#

HEYA THERE! i was looking for some help making radial toggles as they have never ever worked for me, im specifically trying to make body sizing radial toggles for thighs and booty ect. i cant find videos anywhere for it, i just got done making setting up the blendshapes in blender for it now i just gotta know how to do radial lol

#

i got the animation done everything set to float and in the tree in fx not sure if i got something wrong there but it still doesnt work

sacred ridge
young matrix
#

mm i thought that was the tree lol. where do i find the blend tree? i can prob figure it out from there

sacred ridge
#

If you right click in the animator field it'll allow you to create a blend tree, iirc

young matrix
#

ah ok

sacred ridge
#

blendtrees allow you to smoothly blend between multiple animations as a value changes

young matrix
#

ahh ok that makes a lot more sense

#

im starting to get it now

sacred ridge
#

Ye

young matrix
#

ah ya i found a video now perfect for what i need

#

thank you

unique cloud
#

Wondering about something, I'm trying to control an animation via a radial puppet. The plan righ now is to basically make a bunch of single-keyframe anims and put those on a blend tree in order so it blends between those keyframes smoothly. Just wanted to know if there's a way to do this with a single animation, to basically use the radial puppet to scrub back and forth through an animation clip, else I'll use the above method

raw plover
#

All sliders on an avatar are set to 100%, and all the toggles dont work, changing them in the radial menu doesnt do anything

#

The avatar does have the correct animator

#

(i think)

young matrix
#

ok i got it working for the most part but the onl issue is that it ressets on the radial when i click it

#

any idea as to what could cause that?

unique cloud
#

oh neat, that would simplify things

sacred ridge
#

There is a setting on animations called motion time

#

You can set that to the float your radial menu is controlling and then the float value will become the corresponding time part of your animation

sacred ridge
unique cloud
#

Oooh that's awesome to know, thanks! That'll really make things a lot easier for me ❤️

young matrix
#

nvm its stil a issue but it does something weirder where i even hover over the radial and it sets it in place

#

it does that not

#

the radial itself works, so its just that odd issue that is the problem

young matrix
young matrix
# young matrix

i did have two animation on the blend tree but it didnt change anything

young matrix
#

i found a super helpful tool to just end up doing it for me lol

stoic bobcat
#

having this issue with an animation, when i turn on the mesh it works fine, as soon as it loops the mesh shrinks. This only happens when testing the animation in playmode, it loops perfectly fine otherwise

worthy urchin
#

I have a sax playing avatar that's working but could be better. the sax is parent constrained to the avatar's head and aim constrained to the left hand, which works great. but I have to try to keep the right hand in position manually. is there a way to stop tracking my right hand and just attach it to the sax prop?

#

it doesn't need to be a toggle or anything

junior void
#

I dont see how that is not clear enough

sick star
#

anyone know how to make it so audio cant be heard from literally anywhere in the world?

hidden loom
#

I have an issue with my Parameters. I created a new one in my parameters list and wanted to select it when creating a Radial Puppet menu.
As you can see in my screenshot the newest Parameter named "coil" which is also named the same in the "animator" tab shows up both here and in the animator tab. But when I try to select the Parameter in the Menu editing it doesn't show up. Why?

junior void
#

Add it to the animator parameters and try again

hidden loom
#

It already is added

topaz badger
#

anyone having issues with the sdk?

#

friend keeps having ik and grounder errors im not sure what the cause of those are

hidden loom
worthy urchin
#

I have a sax playing avatar that's working but could be better. the sax is parent constrained to the avatar's head and aim constrained to the left hand, which works great. but I have to try to keep the right hand in position manually. is there a way to stop tracking my right hand and just attach it to the sax prop?
it doesn't need to be a toggle or anything

worthy urchin
#

or maybe i should make an object that floats in the midpoint between my hands and aim constraint to that?

pastel coral
#

How do I fix all this

ornate stump
pastel coral
ornate stump
pastel coral
#

But that's the thing,it is still complaining

ornate stump
pastel coral
#

Now it's working

#

Thank you

daring nexus
#

Having some issues with blinking, went to test the eye tracking and blinking and the ears puff out when she blinks

ornate stump
woeful cave
#

need help with rindo, i have no idea what to do with those

ornate stump
woeful cave
ornate stump
woeful cave
ornate stump
daring nexus
#

I'm guessing weight painting might fix it

ornate stump
daring nexus
#

damn

#

ok

#

so what should I do then

#

I have 0 idea of what I'm doing

ornate stump
daring nexus
#

ok, I was wrong, it was not Blink R

brave dove
#

I started watching lolathon recently, his avatar can disappear, Ik you can do this pretty easily but nobody seems to notice his name tag, which makes me think he hides it somehow, is that possible?

#

Looking it up I see people say they use a box with a shader to hide it but I can't find what shader

brave dove
#

Nevermind found a shader

ornate stump
# daring nexus How do I do that

Edit mode, select the blink shapekey from the list, use "blend from shape" command, select Basis from drop down list in command menu, and change blend to Replace.

hexed flame
#

Does anyone know why when I export my fbx from blender into unity, and copy all my stuff over with pumpkin tools the blendshape tab doesn't show

ornate stump
hexed flame
#

Yes, I've edited the mesh slightly

ornate stump
hexed flame
#

Nope

ornate stump
hexed flame
daring nexus
#

ok, so, I figured out that it,s not just one shape key, its Blink L and Blink R being active at the same time

hexed flame
#

After exporting the fbx and importing into unity, it doesn't bring the blendshapes over

ornate stump
hexed flame
#

How do you mean sorry

ornate stump
hexed flame
ornate stump
# hexed flame

One concern is that the model doesn't have Basis shapekey.

hexed flame
#

it does

ornate stump
hexed flame
#

But when I export into unity the blendshape tab isn't there

ornate stump
hexed flame
#

Wdym by blendshape import option

ornate stump
hexed flame
#

Wait, I might be the dumbest person ever 🤣 the blendshape tab is there, I just forgot it was under the body not on the actual scene

#

🤦🏼

#

sorry, i'm a bit sick atm so my brain all over the place lol

daring nexus
ornate stump
daring nexus
#

damn

ruby niche
#

Does anyone know how to have your avatar have footsteps sounds when walking?

daring nexus
#

I'm a moron, I hard Ear R instead of Eye R

ornate stump
teal field
#

how can i transfer a shape key from avatar 1 to avatar 2?

ornate stump
teal field
spark walrus
#

why r they still red?

ruby niche
proper moss
#

I would like to have this rope part of the avatar connected to the shields handle and a toggle so it can switch to being attached to the shield or hanging, but I'm not quite sure how to do something like this. Would this be possible and if ye how would I do it?

arctic ginkgo
slow wing
#

it may be a silly question but i've noticed on some of the newer avatars this icon pops up for the menu's but i've never seen it before and the system behaves differently can anyone tell me what this is?

ornate stump
proper moss
slow wing
lime mural
#

Does anyone know if i need all visemes on an avatar

#

making 2d faces

ornate stump
lime mural
spark walrus
spark walrus
#

why doesnt unity accept my tpose?

lime mural
#

is missing a couple visemes ok

spark walrus
ornate stump
lime mural
#

and am planning on having them shrink into the face

#

when they alternate

#

idk if thats bad

ornate stump
# lime mural i kinda just modeld like 15 face meshes

The problem of 2D viseme is it can't use avatar descriptor defined viseme because of transition between shape will be incomplete. Therefore you need a custom face layer, and since it's customized by you, you could make it however you want.

still gull
#

Running into an issue where when sitting with gogoloco my avi isn't sitting directly on the floor and the upperleg angle is too high. Anyone else run into this before and if so how did you address it? This is a public avi I'm working on, redoing the gogo animation isn't an option, I want this to not be an issue for people out of the box

#

another angle

arctic ginkgo
# proper moss Sorry my bad for the terrible explanation. I wanted to have the rope part go to ...

Physbones can't have 2 attachment points, but you probably could use constraints to get a similar effect. Have a chain of bones oriented downwards, going from the 1st attachment point towards the 2nd, and stop in the middle. Now create another similar chain starting from the 2nd attachment point towards that middle point. Your rope should be modeled and weight painted along this path. Then have a physbone on the first bone on each end. Next put rotation constraints on all of the other bones along this path with both initial bones as a source. Have them decrement their source weight for the physbone closest to them, while incrementing the source weight for the physbone farther than them so that the middle bone has a weight of 0.5 for both.

nova flicker
#

Questionnn
Does anyone know how to make eye control two-axis puppets? Something similar to the screenshots above?
I dont know hwo to re-create this to be applied to another avatar.

vivid temple
#

even with three point tracking avatars typically float above the ground or sink into it just by moving your head around

#

in other words, not much one can do from my experience so far, but it's not any worse than how ground contact is in the game as-is. Gogo has the hover height setting (the flying saucer slider) for a reason

dusk pulsar
#

GodRevenger uses this complex blend tree for dissolves and hiding UV maps through Poiyomi shaders. It barely loads up when opening it like this. And over-all, blend tree is hard to understand for me.

Do I re-work everything into separate toggles for easier navigation instead of Blend Tree?

digital pelican
#

Hello good People, does anyone know what is wrong with this ?

junior void
neat coral
#

PC and androids keep failing security checks, can anyone help

#

also getting this on repeat

long sierra
#

How would I make alternate locomotion, idle, gesture etc layers for Klonoa's ears, since they're not default humanoid/biped bones? Would I make a single controller with all of them and put it on the FX layer?

somber meadow
somber meadow
# digital pelican

Your avatar uses too many parameters, either use VRCFury's Parameter Compressor component or delete parameters from your VRCExpressionParameters list/remove non destructive prefabs.

neat coral
#

and avatar is 2019

vivid temple
#

Hi all, simple question. How do you set up a custom on/off animation parameter?

#

I figured it'd be something like this, but no dice

somber meadow
# neat coral its a 2019 project.

You can use Unity 2022 even if a avatar claims "use 2019" in it's description. Unity 2022 is backwards compatible with assets from 2019 and will upgrade their asset pipeline accordingly. Your avatar is most likely exceeding the 40mb uncompressed limit and the SDK cannot show that due to being outdated, in order to fix that is to remove textures or scale them down in Unity.

#

you could try using VRCFury's blendshape optimizer as well

somber sequoia
young matrix
#

anyone know how to turn that back to normal?

junior void
#

What

vivid temple
young matrix
#

AH

#

thank uu

vivid temple
#

np

#

though personally I just prefer the single column list layout and have that docked to the side

young matrix
#

thats pretty smart

vivid temple
#

though that's my own preference because I've worked with Unity before and needed the console front and centre, and I'm just continuing it here because it's what I'm used to

young matrix
#

ohhh thats actually a dope layout

vivid temple
#

i've also seen people with the console docked to the left where my asset browser is, and the asset browser forming a second column to the right, next to the inspector

#

which I think is set up so that it's easier to drag things into the inspector

young matrix
#

ya that makes sense

#

ill prob mess around with mine seeing if i cant find any that makes it a bit easier

#

cuz i havnt messed around with it at all lol

spark walrus
#

anyhone with blender knowledge here?

somber sequoia
pallid jolt
#

i tried posting about it yesterday but how would i fix this? (while using poses with gogoloco the shoes dont follow properly)

somber sequoia
#

shoes not weight painted right or not properly attached to the avatar's armature

wild birch
#

Anyone knows how to fix this or why am i even getting this error? the Blueprint ID is already Cleared

daring nexus
#

I'm like 80% sure the hand is pushing out the hair, how do I fix that

keen pollen
somber sequoia
somber sequoia
#

those are warnings, errors are red.

wild birch
somber sequoia
#

ah, that's not very useful.

wild birch
somber sequoia
spark walrus
#

how do I fix this?

#

I repositioned the bones many times now

#

I cant get it right

#

I dont know why it is still red

raw oak
#

Toggle works on pc version of avatar but not quest, any fix?

somber sequoia
raw oak
#

So theres more params on the pc

#

Version

#

Cause theres more toggles

somber sequoia
#

so you'd have to have those last in the list, since the parameter list must be in exactly the same order.

raw oak
#

And they are

somber sequoia
#

ok then it's some other problem

raw oak
#

Ill try gesture manager

spark walrus
#

whgats wrong with my thumb:?

somber sequoia
#

it's not rotated how unity things it should be

spark walrus
#

u mean the bone roll>?

#

or positioning>?

somber sequoia
#

I'm not sure without moving it around. You can try the enforce t-pose thing in the rig setup under "Pose" near the bottom.

spark walrus
#

lol

#

u tell me this now?>

spark walrus
#

with this i dont ever need to play with poses in blender

sand dune
#

How can I remove her "ponytails" without making it look weird?
(I don't know much about these things...)

tranquil sparrow
#

Hello, i'm kinda new into avatar making and editing, i bought thoses assets from the orginial creator and i wanted to know how can i make the outfit in the same hierarchy as the base avatar model

#

If anyone can help :>

#

The base model is Yoll4Sotai and the outfit is the other prefab

foggy hornet
#

Anyone familiar with Wolf's Warehouse stuff?

#

For some reason the Right Bow throw to Left hand catch is bugged, where it just does this

#

I've tried reimporting parameters and FX layers, it worked fine the first upload I had, but now it's just refusing.

dark jay
#

can someone help me fix weight paints i cannot do it myself

manic grove
#

what ver of unity do i use

foggy hornet
#

2022 always

young matrix
young matrix
#

no problem!

sick star
#

anyone know a way to make a seat move less so people dont get motion sickness from it? i have it on my chest but i dont want it to move up and down

young matrix
#

i use a tool called toggle assistant. if you dont want to use a tool there are A LOT of videos covering simple toggles

fathom sapphire
#

hi does anyone know where i can find this avatar

young matrix
# fathom sapphire

thats a REALLY old avi, so no way of knowing unless you know the name of the creator or avi name

fathom sapphire
#

daaammnn i want it so bad

young matrix
#

u could try a rumham avi world i think they are called

#

looks like it could be from there

fathom sapphire
young matrix
#

let me load up vrc real quick and find it

#

hold up

#

ok so search up Rum Ham

#

its a user and he has some avi worlds

#

he has like 3 and there are a bunch and its pretty old stuff to

#

so have a look there

fathom sapphire
#

found it, thank you!

young matrix
#

good luck hunting

wild birch
lime lagoon
lime lagoon
young matrix
#

ill make one real quick one sec

#

oof ok its not working

#

thats a good video for it, if u have any questions about it lmk i still have my project up with toggle assistant in

#

does anyone know how to add a glossy skin texture or know of one with either poiyomi or a different shader? right now i just use glitter and make it compact to make it look like gloss

muted timber
#

how do I change which gesture activates which expression?

#

I made an avatar using vroid but my avatar uses an angry expression for the finger gun gesture and it’s bugging me

#

I want the angry expression to be activated with the fist gesture

young matrix
#

what i did is clicked the animation for what gesture i wanted to change and dragged it onto the main avi in the hiarchy and animated it to be what i wanted worked very well

#

i did it like just a few mins ago

muted timber
#

ok ty im gonna go and try that

young matrix
#

mmhm lmk ifu need any help

raw oak
#

And here is the texture swap

#

Animation keeps going for the texture swap when i go to play mode

somber sequoia
raw oak
#

Alright its something with the animation

rancid anvil
#

is there a way to have the puppet control save when leaving the menu?

somber sequoia
#

mark the variable as saved?

young matrix
#

go to parameter and mark as saved

rancid anvil
#

did that it will still go back to its default pose

young matrix
#

mm i see. that was my problem when i made a radial toggle, couldnt fix it so i just used a tool to remake the toggle

somber sequoia
#

I have one like this which works - it could be that you're using the same variable for multiple toggles? I see there's a head control there too, it's common to have X/Y parameters that get shared between puppets

raw oak
#

Should all of these be zero?

somber sequoia
#

in what case?

raw oak
#

For the jacket to be off

somber sequoia
#

probably? Without looking at the animator I could only assume.

rancid anvil
raw oak
somber sequoia
obsidian moth
#

Can anybody hop in a call and help me make my first furry avatar? preferably a regulus

young matrix
spark walrus
foggy hornet
#

Is there any reason why this would suddenly break for no valid reason? It's only the ONE hand where I catch it too. From left to right it works great, from right to left, it all goes to hell.

left gull
umbral marlin
#

trying to upload this avatar but its saying the head, hands, and feet are not specified, but when i look at the rig, everything is fine. don't know what i can do

spark walrus
#

I feel like when using Poiyomi the normal maps lose their effect

umbral marlin
#

so should i try and change off poyomi?

left gull
#

Poiyomi wouldnt effect your bones and i imagine they werent responding to your message :P

umbral marlin
#

oh my b

foggy hornet
#

God I hate Unity. On one hand it works 100% well, the next it decides "Nah, I'd break"

#

Almost everything is working BUT the one catch in the hand.

somber meadow
spark walrus
#

shader is toon

#

i want realistic looking

somber meadow
#

in the shading tab of the material

spark walrus
#

has these

vagrant crater
#

wanting to make his little cloak thing kind of move when my arms move i was hoping to advoid to do it without doing wightpainting cause its causing more issue then fixing them so anything id be able to do in unity?

left gull
#

Does the cloak already have bones on it?

vagrant crater
#

no that was also a consideration of doing cause it wouldnt be hard to rig it

night ember
#

you cant move it at all without rigging or weightpainting

vagrant crater
#

well clearly im just asking if theres a way i dont know of

left gull
#

it needs to have some form of weightpaint to a bone to move

#

theres no work arounds for it

vagrant crater
#

rigging i dont mind and if i have to go that route id have to learn how to do phys bones

#

well there is

#

like its connect to the body itself

#

so there weightpainting for the torso

left gull
#

is there any for the arms? because that's all that'd matter currently since that's what your trying to make move

vagrant crater
#

no because when i went to go do it. the cloth itself got uber fucked and im unsure why

left gull
#

well the only way to get any movement is to figure out how to weightpaint it as theres no other way like said before

vagrant crater
#

what about phys bones though if i rigged the cloth itself

night ember
#

it would be infinitely easier to just weightpaint it

vagrant crater
#

ok lol

#

just looking through all my options

left gull
#

phybones need weightpainted bones to work aswell so you'd still need to weightpaint the cloak in some form

vagrant crater
#

ye

vagrant crater
#

or less

left gull
#

it looks like it might be weightpainted to another bone on the body

vagrant crater
#

Holy crap you just fixed my issue thank you dude!

umbral marlin
night ember
umbral marlin
#

had to redo the whole project but i got it uploaded, thanks

cursive pawn
#

my avatar is setup to disable finger tracking when a certain toggle is enabled, and it works fine with other controllers, but refuses to lock the hand with index controllers? i never had this issue before updating my unity to 2022 and im not sure how to fix it 😢 any help would be appreciated

short pollen
#

Hello, a question, I would like to know what version of Unity I should install in Unity Hub.

short pollen
#

thank you very much

cursive pawn
#

np

cursive pawn
gloomy pier
#

it won't let me upload the avatar even know the avatar descriptor is on the avi

gloomy pier
#

does it matter that im using the old avatar descriptor?

gloomy pier
night ember
cursive pawn
gloomy pier
#

how would i go about doing that?

night ember
#

dont mix the vrcsdk to begin with

gloomy pier
#

reimport it without the sdk then?

night ember
#

vcc controls the sdk
dont ever import another version of the sdk

gloomy pier
#

ok

#

im still confused

silver plover
#

So i am not able to upload my avatar, I have tried removing id from pipeline and removing any extra animator

#

Any idea on how to solve the BuildFrameworkPreprocessHook would be great. Currenting using unity 2022.3.22f1

raw gust
#

Is there any plugin that can give me a list of all physbones in the hierarchy? Im having trouble finding a couple.

somber sequoia
#

haven't seen one but it isn't too hard to write

raw gust
#

Too bad I got no idea how >w>

somber sequoia
#

iterate through all the parts in the hierarchy, looking for physbone components. Though if you just want to view it rather than program with it, you can search for them in the hierarchy, there's a search feature at the top

foggy hornet
#

Solved my own problem from earlier. Turns out asset maker churned out an update that fixed this particular issue lol.

dense pelican
#

anyone else have this issue and know how to fix it? Me and a friend are both experiencing this with different avi's. We're using content companion and unity 2022.

sly lodge
dense pelican
#

also this as well I just saw it

sly lodge
# dense pelican

You can't have any missing scripts on your avatar that you are trying to upload, it's maybe because it was using the old Dynamic bone component and it's no longer supported or you are missing another package for your avatar

#

if you remove all the missing scripts, then you can upload your avatar

dense pelican
timber slate
#

I keep blue screening any time I try to upload quest versions of a couple different avatars I've paid for. I don't think it's on their end, what else could I be missing that will get this working? ><

blissful saddle
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I need help with an uploading issue. I keep getting these error messages when i see no missing scripts or anything that is preventing me to upload my avatar 😅

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i have no idea whats up with this issue but ive been struggling and trying everything i can think or as redirects but nothing seems to be working 😭

sly lodge
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are there any more error messages above?

blissful saddle
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Nope

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The blueprint ID error is the only one that has consistently popped up after upload failure

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But the blueprint ID section is cleared

young matrix
blissful saddle
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It doesn’t even give me the option to detach the ID it’s just empty and the only thing I can do is either type something in or just

young matrix
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so just spam attach then with nothing in it then try to upload

blissful saddle
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I did and it still didn’t work

young matrix
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or, take a exsisting blueprint id, attach it then detatch then try to upload again

blissful saddle
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I took a picture of the play test version of the avi ID that and nothing

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It gave the same blueprint error message

young matrix
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hm

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do u have vrc fury in ur project?

blissful saddle
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Yup and there doesn’t seem to be anything wrong with those tabs and everything in it

young matrix
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if u do u could try redoing the project without vrc fury and that could help possibly

blissful saddle
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I need the vrc fury with the avi. The creator made it with it and said it won’t upload without it

young matrix
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did u buy this avi btw or did u get it off a website?

blissful saddle
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Bought it from a creator off of Patreon and they gave all the unity files

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And other assets along with it

young matrix
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probably join their server if they have one and ask there

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or dm the creator

blissful saddle
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I did and they haven’t been helpful at all 😞

young matrix
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ah

blissful saddle
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I told them this is my problem they said try doing this to see if this fixes it and I did but still the same problem so idk 😅

young matrix
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do u have a avi u dont like or dont use? cuz u could use the id off of a avi u dont like and attach it off of that one just to get it to work

blissful saddle
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I’ll try that tomorrow to see if that works but considering the play test ID for the same avatar I’m having trouble with didn’t work then idk if using another one will

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Thanks for the help and suggestions!!

young matrix
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id honestly say if that doesnt work just redo the whole project again and just pay extra ettention. sometimes its something u dont realize tille after

robust jewel
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HI all, I have a question regarding quest avatars using the vrc mobile standard lite shader. FOr some reason in worlds that have a directional light, the avatrs get this weird grey wash over them. It only happens on quest and using this shader (needed for emission), any ideas if this is a bug/known issue?

blissful saddle
young matrix
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damn thats wild, hopefully u have better luck tomorrow

sly lodge
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@blissful saddle maybe it's a connectivity issue, could you try to connect to the internet from another WiFi or 4G connection?

blissful saddle
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I’m not sure 🤔 I have high speed internet from family members who work from home and also game on pc. I even have all this downloaded to my SSD 🤷‍♀️🤷‍♀️

lucid laurel
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anyone know how to fix this?

wanton cedar
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is this just textures or do other components affect the size? (pc btw)

sly lodge
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probably mostly textures, you can try reduce the texture resolution

lime lagoon
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how do i insert a pic in the background

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?

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sorry in blender

lime lagoon
ornate stump
lime lagoon
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like make the O into an oval or something

ornate stump
lime lagoon
ornate stump
# lime lagoon how?

Why would you ask? That's the basic of blender. If you want to properly edit a model, try learning basic tutorial first. Look for donut tutorial videos as for commonly recommended tutorial.

plucky oar
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Hey guys so in having an issue with avatars

lime lagoon
ornate stump
lime lagoon
ornate stump
lime lagoon
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leg is the easy part right?

plucky oar
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When I got on VRchat and loaded into a world everyone was low poly with very messy textures I'm playing on a quest 3s and I tried to optimize avatars but the only options were poor and very poor

ornate stump
lime lagoon
ornate stump
lime lagoon
ornate stump
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Neither most people here.

sly lodge
lime lagoon
ornate stump
lime lagoon
lime lagoon
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sorry for all the questions

ornate stump
lime lagoon
ornate stump
# lime lagoon ok thanks

For actual issue, you might not have a camera or camera doesn't point at the direction of the object.

simple ocean
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does anyone know how i can make the heart in my chest grab-able?
i'm trying to set up contact recievers but i don't want the heart to attach to my hand. I want it to stay in the chest but i want to be able to pull it out of my chest and have others do it as well

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so basically keeping the heart in the rib cage

lime lagoon
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for 13min i think that is good

simple ocean
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🩷 gj

ornate stump
lime lagoon
ornate stump
ornate stump
simple ocean
ornate stump
simple ocean
lime lagoon
ornate stump
lime lagoon
lime lagoon
ornate stump
simple ocean
lime lagoon
ornate stump
ornate stump
ornate stump
simple ocean
ornate stump
lime lagoon
ornate stump
lime lagoon
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this thing

lime lagoon
ornate stump
lime lagoon
ornate stump
ornate stump
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At this point, just continue watching tutorials.

lime lagoon
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real last question how did this guy put the human up right @ornate stump

timber wharf
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if youre making humamoid from scratch autorig it with mixamo

ornate stump
timber wharf
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preview images can be selected to be visible on certsin axes

lime lagoon
ornate stump
simple ocean
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im considering just making contact recievers bc im not sure 😭

ornate stump
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Grab by contact reciever is lot more complicated than physbone. To make physbones work, create a new Empty object under the chest, add physbone to the Empty object, then create another Empty object under the first Empty object, move the second object so it's on different location from the first. Lastly, add parent contraint to the Heart bone, set constraint source to the second Empty object.

simple ocean
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this is correct right?

ornate stump
simple ocean
ornate stump
simple ocean
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owuh i thought u meant like draggig it o7ut of the body okie

ornate stump
simple ocean
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😭 im lost

ornate stump
simple ocean
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phys bones 2 - empty obj 2 is in the location of the heart in the chest on the scene

ornate stump
simple ocean
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yeah that was the part i was confused about

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im not sure what chain bones are

simple ocean
ornate stump
ornate stump
simple ocean
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bone 1 is not at the location of the heart

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its just an empty obj on the chest bone

ornate stump
simple ocean
ornate stump
ornate stump
simple ocean
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u mean this thing?

ornate stump
junior void
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You can add a physbone without a child bone tho

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All shed have to do is set an end point position at y to something like .01

ornate stump
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End bone is needed to act as constraint source.

simple ocean
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its still not dragging in game mode

spark walrus
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what is cloth in poyimo toon?

simple ocean
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the breasts are though

spark walrus
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what is shader cloth?

ornate stump