#avatar-help
1 messages · Page 3 of 1
That's why.
For cloth.
how is it different from realistic shader?
Probably had subsurface scattering preconfigured. Try checking the documents.
I did checkl it
i dont understand it
need to see it in a v ideo
to know what effects they have
wheres the option for physbone radius? im confused
and what is surface scattering>?
You could change to this option and compare it by yourself.
i didnt see any difference
It literally written "Radius" in physbone settings.
@ornate stump got to go to bed but so far so good need to copy past fingers and arms etc
how can i change shading on multiple materials at once?
You don't need to update me.
ok
thanks guys
Feels like I am asking a question on stackoverflow here xD
just thanking you for all the help
You will see a gizmo come up. Set it to a size that makes sense
By selecting multiple materials at once. Given all the selected materials are using the same shader.
If I wanted to make an animator controller for Klonoa's ears that worked for all of the other layers, I'd make a controller that had a layer for all of the other controllers (Locomotion, idle, gesture, etc), and put it in FX, correct?
Or would it all be on one layer?
an item of clothing has disappeared when i take the avatar into unity but its in blender. It has turned invisible how can i fix it
probably an issue with the material
i have sdk imported through vcc but i don’t see these anywhere in my project. how do i get these fx layers ?
anyone know if u can get more parameters or a way to solve it since I only have two assets on my avatar but theyre both pretty big
you will have to optimize parameters or get rid of some
they're in Packages/com.vrchat.avatars/Samples/AV3 Demo Assets/Animation/Controllers
(I simply did a find for HandsLayer)
thank you idk why it didn’t show for me when i searched hand/hands
So my avatar's eyes don't have visible irises in the gesture manager, even though when I preview the eyelook, it looks fine
hey guys, i'm having some trouble with my avatar's hands. if you move them a part of the clothing will move with it. i know what i need to do (detach those polygons from the "hand" object so it aint gonna move with it) but idk how and where i can do this inside unity. if ya guys have a tutorial about this that would also be very helpful! ty!
looks like weight painting issues to me
hmm, what does that imply?
bring it into blender and fix the weight painting
oh blender, gotcha. ty! ill try to figure things out since it has been a while lol😅
i'm just puzzled bc the clothing and the skin are different parts you can enable and disable. but there is probably something telling the clothing that it has to move with it forsome reason
yes - weight painting. That's what links mesh to bones
Clothes attach to the bones via weight painting only
ah oki. thank yall!
Another issue I'm having is the idle pose, his feet are supposed to be posed like this:
But when I stop walking, I get this:
his eyes also are wonky, they are rolled at a weird direction even though it looks fine in the eyelook preview and the eye bones have no roll
EDIT: The eyes look fine in game!
is it possible to have a world constraint object scale with the player or have a scale wheel for it?
How do i fix this
Maybe your animation switch to the empty bloc, do you have an animation on it ?
No, bc the default idle didn't\
hey i have a problem with the vrc constraints, when i toggle freeze in world it doesnt freeze in the postion it was in but instead it puts it back into the postion it was on on the base avatar before it was positioned with a constrained
Struggling to fix this can someone help me please
Please, people, describe your "this" when asking for help fixing things, we probably don't know what it's supposed to look like.
The body weights or look at the outfit
Struggling to fix that
okay but what are these images showing? is one unposed and the other posed?
is one in blender vs. unity? editor vs. play mode?
https://vrchat.com/home/avatar/avtr_ebf4c4e0-c256-4de8-a931-d91d4d3a03f5 this is how its supposed to be
All in blender
Both posed bent foreward
I guess "weight paint better" but I'm not really sure
What's going on with his legs here?
Im asking for help as im struggling to do it
Help as in having someone fix it for you?
In blender, I need to make blendshapes for my avi's face tracking. However it also has a bunch of cosmetics on the face area that need to follow (eg: beard and mustache.) Is there a way in Blender to bind them to vertices?
fix/check it
actually, if there isn't an easier way, I'll just merge the armatures to the head and do it that way
and yeah the mustache/beard is a separate mesh
why would those have separate armatures?
it's the tf2 characters lol. this face cosmetic here is gonna be the hardest
but yeah, I'd just either join the meshes or edit both at the same time.
yeah sounds good. I'll just merge them to make it easiest on me
if possible
First time having the issue
Or something as bad
I can't fix it for you.
Ah do u know who could help
I do not.
Ok
Could u help
Can someone please help me?
Better don't ping people who didn't answer your initial question. It likely means they can't help you.
I don't even see what the problem is from what you've shown, all I've got is "do better weight painting"
I also noticed that Klonoa jitters as if he's having an anxiety attack and his knees clatter together a bit
it's not a bone roll issue, I checked and the bone rolls are all at 0
and yeah, I've said this a few times, but please don't ping me asking for help
The body issues i want someone to help me fix it i dont mind paying
I didn't ping anyone O_o
They didn't refer to you.
I wasn't sure since they replied right after me
How do I fix the issue in the video I posted? There's nothing wrong with the bone rolls
You could try disable Auto Footstep option in avatar descriptor.
What is auto-footstep for, anyway? making the character's feet align when walking up slopes? /genq
That worked! Thank you! Though he still twitches a bit
To fake player actual foot movement when moving within playspace.
It's for VR.
He still sits down in the air though
but with his feet in front instead of crunched up
Hey guys, hopefully just a small thing but I'm having problems with physbone limiters. Maybe I'm just doing it wrong but they still keep going through my avatar's body
You will have to screenshot your settings and bone gizmos from different angle.
Also screenshot when not moving.
Increase rotation more so there is no room for bones to bend inside.
okay but that isn't me
anyone know where to get good Combat Particles? besides Booth?
And exactly how is VRC measuring this?
Armature iirc
From what bone to what bone?
How is it measuring this? Moving the armature around doesn't make it happy
So what the hell is its problem?
ground to shoulder height
^
or well, avatar origin
I was gonna say origin
yeah but when you get your avatar stuck in "bike pose" it says it's too short, so I suspect it's world origin, not avatar.
Moving the armature keeps the origin relative so thats why that dont help
ah I think that's because if you move the armature it'll just be put back at the origin
Its not in the bike pose, but it doesn't follow human proportions, so the bones are placed in strange places
And I need to fool it into cooperating.
you may have to setup a humanoid armature if you want it to work humanoid, and use rotation constraints for your actual bones
Its configured as a humanoid armature. But I worry I will not be able to grab things if the bones are in the wrong place.
Alright, I have fooled it into cooperating by moving the avatar origin and then just translating the avatar down.
I want to attach a pair of horns to an avatar, but I don't know how to go about making it so they move with the head. May I ask how to do so? (The avatar is a Zurg.)
that looks like it might be a weight paint issue unless you attached the clothing specifically in unity
if its just a simple prefab expand you armature until you see the head armature in ur avatar and drag the armature from the horns there
If it has one
if it doesnt u can just put the whole object on the head armature
hi, I dont know if this is the right place to ask this. but ive been making my avatar with creator companion and this will not go away
do you use the latest version of sdk?
I should, I installed yesterday
go to vrsdk in unity on the tab, and press show splash screen that might work
its still there
i just opened my splash screen and when i click on it and press esc it went away
Thanks! Not sure why it didn't work before, it's perfect now!
no problem!
im doin that and its not working
maybe should I reinstall it?
umm well u should also see a exit button on it but its just to far off your monitor
I guess, the picture I sent is as high up as I can go
do u have more than 1 monitor
no
it only moves my unity tab, not the sdk thing
ya idk then
try reset the workspace to default
how do I do that?
last thing, try pressing alt+Enter or F11
top right
W
sigma
i fell asleep yesterday but basically my vroid avatar doesnt have a fist or open hand gesture in default fx
simple enough to add them
u can make one and throw it in there it will work fine
just make sure u number it accordingly in the animator
Oh! does anyone know why my avatar is saying it has like 20,000,000,000 triangles?
i tried adding the fist and open hand manually a few times but it was weird, it was flickering or something, ill try to get a video
😳
turn on read/write on the .FBX file in the first tab of the inspector
sorry im very new to this, can you simple that down 😄
Click the model file, look in the inspector window, it's a checkbox in the first tab.
Watch basic Unity tutorials
Did I do something wrong with the materials here? The eyes won't show up in-game (Zurg again)
one of the window panes in Unity is entitled "Inspector"
you can see it in this image ^
where do I click?
read what I said, you didn't do the first step
her face is twitching
Turn on loop pose on the animation?
I clicked on my mesh file and im in the inspector tab am I not?
just tried it and it didnt work unfortunately
also this is what setting i have the transition on
That looks like you clicked the avatar in the hierarchy, not the model file in the project window.
Can transition to self is ticked?
I clicked the right thing right?
Just guessing tho, i never use that
upper-right corner, your inspector window is locked. Unlock it so it updates.
That seems to be a mesh object, not a FBX model file
how do I get to my FBX model file?
I have no idea what it'd be named in your project
even when turned off she still twitches
its named Crispy Curly.FBX
oh I found it
my read/write is on
I have a few other meshes and toggles, should I make sure they have read/write on too?
Yes
before, when i did a fist ingame, my character would do a happy expression which prompted me to want to change which expression she does. so now ive come to the conclusion that theres another FX or fist thats hidden somewhere
Id have to go into play mode and see all animation layers really
Like, as they happen, yk.
My blend shape visemes aren't working for some reason even though they're set up again. O_o
its not numbered correctly where it says its gesture and equals, the number next to that it says 2 u need to number that 0 if thats the first gesture u want then rename the other 1,2,3,4,5 ect
click on none im pretty sure then click auto detect
Didn't work
I had this issue last time and fixed it, but I don't remember how
Drag and drop the mesh of your Avi onto it I'm pretty sure then manually set all the things to what they say
It should look like that when done
Nope
Elaborate?
Didn't work even after dragging the mesh in, and it auto-selected the shapekeys
U can't select them yourself?
I could but when I dragged the mesh in, the select boxes weren't empty, I can change them but it auto-imports them and lets me change them afterwards
Ya so change them to what they need to be then
they already are correct when imported
Oh so then that's it it's good now
but it still doesn't work
Did you test it in game
Yes. :/
turn this off or you will be hammering the state 10000's of times instead of once ( can transition to self ) , anyone that uses 'any state' should do that
its set default on
How would I know it didn't work if I hadn't?
There are tools that let you see if it works
with read/write still on for my FBX it still says I have too many triangles
the blendshape sliders in unity work
is it still a number around 2 million?
unless your model is completely insane, you probably missed one of the .fbx files
U might need to delete th jaw flap bone in the rig, u can do it in unity you need to locate the file of the fbx and click the mesh. Once you do that you go to rig then there should be a calibrate button. Click head the see if there is a jaw flap bone then delete it
Had something to do with animation controllers
it doesn't have a jaw flap bone, I said it uses visemes.
for some reason when i turned the materials to quest they turned black and nothing i do will reverse this change. Nothing is set to black, there are no black textures either. this is only using standard lite btw. I know it works with things like the matcap, but I want my normal maps
Ok so does mine but when I made my Avi it had a jaw flap bone but it didn't work cuz it had one
bones can get assigned to jaw bone, can do funny things when you talk hair vibrate (one exsample)
If u dont want to listen to my suggestions then don't ask for help lol
Nope, it doesn't
I did want help, but from my point of view, it sounded like you weren't even listening to me when I was describing what was wrong. I'm not trying to be rude, but it came across as someone who didn't know what they were talking about, but still trying to help me. I'm sorry that I interpreted it that way and I apologize for being annoyed about it, because you were only trying to help. /gen /npa
It was just a misunderstanding.
My dude oml lol. I made a Avi yesterday and it had the same issue I was just telling u from my personal experience what solved my problem. Mine used the same stuff as urs lol
oof
update i fixed it. im about to THROW myself off of a building
XD I guess the jaw bone is what was wrong on the other avatar that I fixed but forgot how
Once again, sorry for coming across condescending. /gen
ll i had to do was delete the fx, just made a whole new one and manually put ALL of the gestures/expressions, and bam it finally worked
Ur all good. Just remember to be patient that's all Avi stuff is
: ' D
none of the toggles on my avatar work, despite there being both a face mesh and an animator
It's something with my FX layer
how do you fix that?
find it and set this setting correctly
we tried that and it didn't do anything
It doesn't seem to be an issue with any of the layers in the FX controller because I tried weighting them to 0/deleting them one at a time, and not any one of them being gone/disabled fixed it
i want the weapon to just stick to the back of my avi
None of my animations use visemes
So there's something in my FX controller that's causing it, but I have no idea what it is
hello evbgeruv0odyu egrest ur nio work
i have gesture hand working but it doesnt do gace
Nah it only worked with one avatar, but after one is stopped working
weird bug
Yea it indeed was, I fixed it tho!
how do i fix this?
it looks like it'll hit the requirements for a humanoid rig. just make sure the rig is configured right when you bring it into unity
got it
i've done a lot of humanoid rigs but none missing feet on one side and having arm bones on different height levels
The solid circled are minimum needed, which seems like you have it all. position or asymmetry shouldn't be bad, but make sure everything is assigned right
I still don't get what's wrong with the visemes, they're defined, they function properly in Unity, but they don't work in game. And yes, I tested them, which is how I know they don't work in the first place. /npa
There is no jaw bone defined, and it fixes it when I remove my custom FX layer
but it doesn't seem that any specific layer in the FX controller is causing the issue, because I tried finding which one it was by deleting them one by one, and it didn't work no matter which one I deleted
Hi, I'm new here, Does anyone know how to fix an Issue where my Boots won't attach to the model properly ? I feel like I've tried everything to connect them so they follow the right movement of her legs but they always tend to be floating in front of the feet, not attached when I test them on Vrchat. It's a PAIR of shoes, they don't separate
I tried to attach everything to said roots too, but they still just don't wanna link up properly.
If there is a heel blend shape you need to turn it to the opposite of what it is, assuming your working on a booth model anyways. So check ur Avi blendshapes and look for one that says heel
Should fix it I think
Lmk if it works
Ooh I see your working on a manuka so ya there should be one
i know the heel shape to get rid of it , but my issue is the shoes don't attach
Oh so u have to attach it to your armature
Did the shoes not come with a armature
We're these made specifically for manuka?
Cuz it's pretty rare for booth assets to be so finicky. I see ur problem now
It looks like u didn't attach the armature of the boots to the Avi at all actually
So you need to unpack the prefab, so right click the boots, then click unpack completly
Then drag the armature to the avi
So armature to armature, hips to hips, legs to legs ect ect
Unless I'm looking at the wrong thing lol
yeah, made for manuka and the other models, and yes armature. I tried to put them alleach in their spot . but it does this, I'll try it again but I have little hope 
Ya I'd say try it again, there is a tool that can put clothes on for u. So u could maybe try that if it doesn't work when you retry it
I'll try to find what the tool is called
VRCFury, Avatar Dresser, I see they're using Modular, perhaps that
i have both vrc and modular
does the boots even have weightpainting
Ya it is that
I've never heard of avatar modular
Interestinngg
someone please help me with this i bought an avatar and wanna upload it😭
I'll have to have a look at that lol
Modular Avatar, it's interesting.
U do a fresh install?
yep
feel free to ask questions
Is it a seperate object?
getting somewhere but uhhhh not fully attached
yes
mirror modifier is pretty useful. Or just duplicate objects then mirror them
how do i duplicate them?
this is everything that came with the boots
If u go into edit mode click what u want to copy, press L so it selects the whole object then copy it and paste (ctrlC - ctrlV)
ok ill try that
click object, shift+d or alt+d - you probably want to watch a basic tutorial like The Donut Tutorial if you're asking questions like this.
Ok I go back to work now I won't be able to answer anything else I sorry
Ya or that. I'm not great with blender
er... in Blender? Have you used it before? Because this is not true
ya it is not pasting
what should i do?
Idk again I said I don't use it much lol

I already said: #avatar-help message
L selects everything in blender in edit mode
sorry missed that
What it does look it up lol
It selects everything linked
I finished my Avi in blender yesterday lol
Ya exactly lol. I was saying everything for that object I didn't read that it was seperate when I sent it
thanks got more fingers
ughh
0;p-0
my issue
its annoying I've been working on trying to fix these boots since earlier this morning 6am. I think I got it but I go to use animations and they still aren't properly connected.
Idk again sorry I don't use it much lol. I was just saying what I was doing yesterday for mine cuz I had to delete stuff I couldn't select as it was apart of the avi. Apologies for the miss info on my part
is anyone gonna be able to help me with this or am i on my own😔
in blender 4.1, the bones dont highlight on top of the mesh/material. how do i get them to show up ontop of everything else like in older versions?
looks like a white screen... or the image doesn't load for me.
yeah its a white screen
it happens when i open creator companion
Either in the armature properties, there's a "in front" in "viewport display" or depending on the mode you're in, there's a checkbox in the view settings
oh
I don't use the thing, so I can't help.
anyone know why it says Failed when i try add a package to my Unity Project?
i give up
do i need to restart if i did not do bones before i joined them? i did ctrl j
I'd help more since I specialize more so in booth models but I'm working rn
question is there a way to fix this?
pic
this is confusing for me
fix what?
If in not doing anything when I'm home I'll see if I can help a little more
idk it just telling me the neck not owrking or something but this dont have a neck
idk how to bypass this
iirc you need a neck
make one then
i want to make it lore accurate
i dont think they have a neck
how do people that make similar avatar like this make it work?
nobody can see the bones though? and you can just have it as a empty bone
Blender
I just tried to connect each indiviual piece to each thing and that didn't work either, the shoes just went side ways lmfao.. I deleted them I'm not stressing over them no more 
do i need to restart if i did not do bones before i joined them? i did ctrl j
to get them joined only legs are not joined
mesh joining has nothing to do with your armature - you can do it with the parts separate or merged doesn't matter
this video that im watching says to name the stuff but i cant name only the head
like this
see i name this group and it name the body head
how do i tell my avatar it in t-pose?
I have no idea what you're trying to do here
nahh i found a video how to unjoin the parts (im trying to make the bone and bone weight
Uhm...question, which one should I use as reference for positioning the view position?
what are we looking at?
That small dot down there is where unity says the view position is
The XYZ positioner is where the descriptor says the view position is.
And I've got cold feet about showing the avatar in full
I get crippling performance anxiety.
I wanted to dismantle GoGoLoco to remove everything except the flight, but I cant' seem to figure out how to do it without destroying the animation
you would have an easier time just remaking the flight
I looked into this at one point, it's pretty complex but definitely doable. Would I? No, I'd probably just re-implement the flight system myself, with that one as a reference. Have I? Not yet, still on the todo list 🙂
Just only add the flight FX layer and the prefab. Remove any parameters not used by the FX layer, and if you want to use different parameters just rename them in the animator, the parameter list, and menus
It honestly wouldn't be too hard since the flight system is separate from most of the rest of gogo loco
Will that keep the animation? I know there's a separate flight prefab :0
Unless you're talking about the hovering thing, which honestly is easier to just recreate. It's just a blendtree that moves your height up and down with an additive animation and spams transitions between two animation states with temp pose space while you're changing it (so that your viewpoint moves smoothly)
I don't believe there is a flight animation on gogo loco?
I already have an FX layer so I'll need to merge it, right?
Yeah you can do that with avatars 3.0 manager
this pose
So I merge the GoGoLocoBeyondFX with my current FX layer, right?
it's just the same as the hovering thing you described
I think I'm only gonna need a single animation, maybe speed it up based on the flight speed
How i duplicate materials in unity?
ctrl + d
Tyy
why's it grayed out?
nvm, figured it out, just needed to close and reopen it
Is the animation in GGL related to the flight in any way? Last tiem I tried replacing it, it didn't work IIRC
Damn, we are just on a roll today
No, that is the flying I was describing (moving your player collider) this is the hovering
@long sierra
This is how you would do it
Just use the pose from gogo loco as well
so the hovering is just the animation and not the actual flight
you need to install ios module manually though Unity Hub
So I could remove the animation and it'd act the same way?
Yeah it's an additive animation to move your height with pose space being spammed
Pose space?
I'm guessing the animation clips don't have any actual muscle/armature keyframes
They do, they move into that pose+the height
the animation glitches in the preview because I think the length doesn't line up with the custom anim
anyone know why my model looks like this when i import it to the editor
should look like this
blender materials dont transfer
you need to remake them in unity
gotcha
is there a way to quickly replace them with the remade versions?
why do you have so many
i had this model commissioned ;-;
that is an excessive amount for solid colors that can be made into a single material
the only ones i can see being merged are pink and nose
but just click on the fbx and go to materials tab and extract them
you can literally just make a texture and uv map stuff to the color
now just edit them
i don't really know much about unity material editing i think i just need to make them darker
you can but having that many materials for just solid colors isnt great and just makes its automatically very poor
ok how's this for a texture
🤷♂️
ah
if it works it works
idk what i'm doin sorry 😭
Tried this, didn't work
Correction: It works if I used the 2 axis up/down arrow thing
does it really matter if i don't plan on distributing the avatar
Everything needed for the SDK should already be installed, dunno what it wants.
Yes like I said this wouldn't work
it says iOS module not installed which error said so worse check.
otherwise you better restart Unity.
you just told me it would
I mean people would hide it by default
It also makes my visemes not work
I didn't know which "flight" you were talking about, I thought you were talking about the flying feature (moving your player collider), and once you clarified I corrected myself and told you how to do the other option (moving your avatar and viewpoint up, not your player collider)
ah, then ig i've hit a roadblock cuz idk anything about unity mats :(
Sorry if I took you literally
I wanted the entire flight option wheel to work with a custom animation, and also not interfere with my custom idle animation or the mouth visemes
Oh, seems like its not an option for platforms anymore? Doesn't Quest run on iOS?
no. it's separate
Quest be on android, iOS for Apple
Oh, well, it'll convert to android. But it seems like it also suddenly doesn't like poiyomishaders that way?
and isn't the player collider just your avatar's hitbox?
The way I think most flying avatars work is placing a collider under the avatar for them to walk on, and making it invisible, not moving the avatar's hitbox
colliders dont have anything to render so you dont need to "make it invisible"
It's separate from android platform.
https://docs.unity3d.com/Manual/iphone-BuildProcess.html
also poiyomi not supported for avatar project on android.
Anything poiyomi-like? The quest requirements are oppressive to say the least.
it works for world project but nor avatar project.
God damn these requirements are oppressive. I have zero options for emissives or rim lighting
Quest Avatar limitation be like....
They create a box mesh and make the mesh renderer invisible is what I meant, bad wording on my part
you dont need a renderer at all
but maybe worse check VRChat/Mobile/StandardLite which got recently updated.
Quest is the actual name of the brand of headset that most people use, which runs android, it's not an app or program.
you didnt need it to begin with
No its...very oppressive
Trying to make a quest-compatible imposter and wow.
But they added a cube to use as the platform, but that came with a renderer, and they deleted it because they didn't need it
that's the tutorial I followed when I made a flying avatar system from scratch the first time
the only thing you need is a box collider
you can literally fly with gogo loco beyond, but that's not the same thing as the height adjust option which makes your avatar hover above the ground
i'm just confused which one you're asking for
Gloss in place of rim lighting. Good enough. Angrily pounds desk
What I cared about was the speed adjust mostly
you sound like you're asking for the flight, but then sent a picture of the "hovering" behavior
okay that would be the flight, and the first thing i said should work, but that doesn't come with an animation, you'd have to add that yourself
I just want all of these to work tbh
but just the flight with the speed booster adjustment would be fine if that isn't possible
yes that should work with just the FX layer, parameters, prefab, and menu
the last animation I did for the other avatar (with the spinning ears) didn't need any humanoid animations, but the one I'm doing with this avatar does
it's just using the fx layer to animate a collider under your feet
The entire GGL prefab or just the beyond
beyond prefab
sorry i have an old version of ggl
before vrcfury prefab
wow haha
don't want to update bc it would be a pain
i have it very customized
if i just drag the new version it it will overwrite my custom stuff
I would ask you to send over a version of it with everything else removed, but considering GGL is paid, that'd be piracy and you can't really do that. :c
like blendtrees, animations, stuff like that
ggl isn't paid?
it is free
I had to pay for it on gumroad
i just checked
just bought on gumroad for $0 right now
the $6.99 CAD is a suggested minimum
but not what you have to pay
I think I tried doing $0 and it didn't let me, but I could be remembering wrong
I think I'm burned out for tonight though, and it's almost midnight
i don't have money rn but when i do i'm going to donate to franada bc ggl has taught me so much
i learned a shit ton from dissecting it
Anyone got a clue why when i add a physbone to a certain bone root in unity it doesnt show up in gizmos and is static?
okay so this button won't work and it's giving me this error, it's for every transition so no it's not as simple and redo'ing to fx layer as well as restarting unity and closing and opening the windows in the project change nothing
this might give a better idea as to what's happening
It does not matter if there is a mistake for the toggle in FX. Either the condition won't work or will; no errors such as these.
what?
Cant remember if someone answered me last week, but is this just textures or trig too?
Everything
oh my god
Textures, polygons, animations
Would anyone here know how I could get a generic rig avatar to look up and down with the camera? I've seen it done with dinosaurs and robots but the debug doesn't help me figure it out
you need a humanoid rig of some kind
If you've got some knowledge of blender, you can remove some polygons, which helps a ton. If not, remove separate meshes in unity. Otherwise, look for compressing textures and reducing animations.
God it loves me
2.75 mb should be easily compressable with textures
all of my textures are 32
I kid you not
this thing has like only 200k poly which i think is decent
You can also set compression type, like low quality
this, yes?
Do you have AV3 emulator?
I have gesture manager but I'm not sure that would change why this isn't working
It looks like toggles were made with it
Could be worth looking into
Maybe it's missing a script
nope didn't work
I usually install Gesture Manager and I forgot what else, maybe Avatars Manager? Something that is kind of identical to AV3 emulator
adding and removing these type's of packages changed nothing I 99% sure it's a unity problem and now a package problem
Try to make a new animator and just random animations with random states. Check if the issue persists. If so, then it's something with unity and / or scripts
all ready tried that it happens across the entire project
How about your other projects? Do they work?
erm so my errors are..what? its not showing or let me click it down. it is spamming the same Errors in the console
Tried re-importing* VRCSDK?
Look in the console for spammed errors
Check this
all ready did that
.-.
What's in the list of parameters of the animator
just normal stuff nothing I've added broke it
Seeing that there was an automated destructive toggle tool used, I'm guessing there could be some sort of corrupted parameter
it's only occurring to that animator in that project
its with the VRCSDK but dont get why.
you have a corrupted state machine somewhere in your avatar descriptor's animators, look through your animator layers for a completely empty layer and delete it
don't crop console....I need full visual
yeah, I bet Blanke's comments
Someone nom on my errors. I tried importing a new avatar I bought and it will import the opti version but not the pc. Says build failed. Any ideas on where I went wrong???
scroll up and show more of the errors
anything below "Assetbundle was not build" is useless info and the SDK blabbering
also better click "collapse"
you just showed the whole unity window
prob wanna delete that image, but you forgot to import VRCFury into your project
what, i did tho Dx
That stuff is not allowed here
click "Manage project" on your project in the creator companion
make sure the VRCFury package is added in the project
thats why they didnt want to scroll
I know
wait what do i have thats not allowed?
the funny things..
so in cc there is absolutely no option to click chose as a fallback avatar after ive uploaded it. does any1 know how to upload a fallback avatar'
well now you have me worried about even importing that if theres stuff not allowed
it's in the same area where you name the avatar. You need to upload the Quest version first and then the PC version, you'll get a "set as fallback" button. Make sure the avatar is rated "good" or better in the respective platform
i might just settle for opti
Anywho, still have this after lowering my avatar by at least 50k polyg. its only gone down a few kb (my images are an av of 0.7kb)
go to the Tools Tab and see if it have VRCFury, if not reinstall VRCFury Form VCC
not that ive seen
polygons/triangles don't effect assetbundle filesize
People think Polygons mean everything
you can try using VRCFury's blendshape optimizer to see if that shaves anything off
but your main thing will be modifying your textures to be smaller resolution or deleting some outright
Nsfw toggles are fine but don't share them publicly, where it's not allowed. This goes both for screenshots and publishing the avatar as "public"
Thank you for letting me know
please dont show minors either. I dont know why I've had to have this talk with people
YOu saved me holy shit
im sorry that you have
good ol avatars having a huge abundance of blendshapes which aren't even used
also do i need eyes?
eye bone you dont need, unless you have eye and want them to move
nahh
Its always the quest avatars
I wonder if that could've saved me from deleting over half of his assets
Maybe? Never thought of "empty" blendshapes using a lot of memory though
but bone wise body is done right?
I was always told it was textures, physbones, poly, and bones
useless data that could just be baked in
god whos been lying to me this entire time
and ye blendshapes are 2nd place after textures, they bloat mesh size
I will have to write that down for next time
you can use something like VRWorldToolkit to see what assets are making your avatar filesize huge (it works on either World or Avatar projects)
probably something stupid as usual
Pumpkin tools can also display the sizes of everything I think
I used to have something like that
you need all the main bones (arms,hand,legs,feet) the bones you don't "need" are (Chest,Upper Chest,Shoulder,Toes,Neck) I would use a chest.
Toes, 100%
ok what do these bones do? jw im going to to every thing
@wanton cedar https://github.com/MunifiSense/VRChat-Build-Size-Viewer for avatars makes more sense
@lime lagoon you dont need toes
It was a joke of needing toes. I haven't seen a single person from 3600 hours of playtime having toe tracking
ahh ok
lmao i dont even have fullbody tracking (do i need it?
@dusk pulsar its normal to have a single toe bone. but its optional
so to make a Avi move. you need to Weight paint the mesh to the bones. if you dont know how to do that. look on YT for some Videos how to start.
I left this chat open for too long. Now I’m going to have nightmares about having no toes.
Thank you for the advice and help everyone. I appreciate everyone responding to me♥️
im watching this right now but she is moving to fast lmao https://youtu.be/6WqCUdilzS8?si=IPH0ftD9cEfOqtLy
@lime lagoon honestly if youre making humanoid, autoweight it with mixamo, it will give you quite good fbt rig.
ofc may need some fixing but still tons of saved time
i dont even have the bones yet (or does this do the bones too
and ofc it wont do hair eyes etc
@lime lagoon it does
you just need humanoid mesh
how do i do that
Cockroach
2 arms, 2 legs, 1 hip, 1 head
need 9inch lmao
i think i have that
Export it as FBX. and go to miximo site and load it up
what is F sorry im very very new
ill try
do i delete the bones i have right now or not
Export as FBX All, apply transforms, disable add leaf bones in export settings
Do this always, or most of the times
It says a Poyomi material has a parent and can't be uploaded into vrc
it will make a rig for you so dont need boes
Anyone know what went wrong?
ok thanks
nvm
ya found it as i sent it
Also this
i did the fbx how do i change that
ok before i do the bones do i need to join the body? by ctrl+j
or nahh
People either join the entire body with head or leave body and head separate
so join other then head or just join all?
Why does it say that my Poyomi material is patented?
You can join them all. You can easily separate them later if needed. The model looks simple
And "can't be locked or exported to vrchat"
ya the only part i want to be good is the toggle (thanks for all the help so far
@dusk pulsar sorry for pinging you again but the mixamo is not working it is just loading then starting from the begining
have you gotten this resolved btw?
this is not avatar related but why do i get this error while trying to upload a Photo or sticker??
Is PNG 1024x1024 less than 10 mb
How come when I calibrate my legs in game the green orbs are far from my feet and blue lines directing towrads my feet.
How can I make my avatar match my proportions more?
try messing with the user height setting
if your avatar has completely different proportions than you though, you might need to adjust its bones in unity or blender
Does that mean buying booth avatars are silly if it’s not made for your proportions?
?
Like if I just the bones does that mean I would also have to adjust the leg length of the model
do you have your height as arm length or actual height
an avatar’s lip sync isn’t working in game, no movement with audio. it matches up in unity for the visme blendshapes except for the top two ‘sil’ and ‘pp’, which are left blank because there isn’t a matching blendshape. could that possibly have something to do with it?
Every viseme slot must be uniquely assigned.
there isn’t a matching one for the top two, sil or pp, i’m not sure what my next step would be
What blendshapes you had assigned with on other slots?
@ornate stump sorry to ask but how do i put mixamo rig to unity?
Screenshot to confirm it.
I don't use mixamo.
damn how do i put any human or avi to unity so i can make toggles
is this what you mean?
Yes. It had all other proper blendshape. Have you check in the list it doesn't have vrc.v_sil or vrc.v_pp ?
Maybe mixamo but I can't help you on that topic.
so you dont use unity?
How does that imply I don't use unity?
ahh no i was just asking how to put this in to unity
see tutorials on internet. that is the first step before asking here.
ahh ok thanks
Export as fbx file and put it into unity. But the way you asked is also wrong. I only saw you struggle at rigging step which doesn't have anything to do with unity.
ahh i did not know that
yeah there isn’t one anywhere
in the blendshapes list
That's strange. Is it missing straight up from the package or did you edit the model somehow?
If you imported the package and doesn't see blendshapes in the list then it's the author fault.
are these bones required ? I edited the model in blender and placed of the model over the original armature. but it seems the arms are not picking up in unity like the original does
You might have to manually assigned the bone map slot. See if there are bones in the hierarchy.
anyone know how to fix an fbx. all my meshes have this issue according to the console. all my blendshapes are BROKEN and half do not work. Legacy normal blendshapes are forced on but just break it more. "Can't generate normals for blendshape 'HIDE Side Bangs' on mesh 'Hair | Front', mesh has no smoothing groups."
idk how to fix this in blender.
try set Blend Shape Normals to Import or None in Import Settings
okay I just tried, I am getting an error. "Prefab instance problem. Missing Prefab Asset: 'durpoi (Missing Prefab with guid: 24dff893609b97f49add0c77b7805f70)'
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)"
Also the original talks like this. And I am not sure how to set up talking 😭 seems like the mouth is joined together
Where and when did the error show up?
I just re imported to double check, it was there when I first imported it
You mean it show up right after you imported the model into unity?
Does it actually break something? Also you have to enforce T Pose in rig configuration menu.
avatars dont need fingers right?
Fingers aren't requirement. But some world depends on finger bones, which mean without finger, those system in the world won't work for you.
i just want it for chatting
thanks
okay no errors now
with tpose enabled
also how do i make a smile? like this but not creepy (i tried with tous)
Ok. Save it and proceed.
so far looks like this
What kind is that question? It's too ambiguous.
like that smile how do i make that in blender
or any smile or mouth
that is what breaks it. its an issue from blender
What kind of answer you are expecting? It's just about modeling the mesh.
having it set to none will make sure almost half blendshapes dont work but with import on. the blendshapes kinda work but are broken
its an import FBX issue. but idk how to fix it
Have you actually completed donut tutorial? I didn't see you made any complex shape other than badly deformed spheres.
i just want that kind of weird shape looking avatar but the toggle is where im going to spend a long time on watching videos etc
maby bone too that would take time
Of course you have to learn fundamental about 3D modeling so you could create any shape you can imagine.
100% these two are only my starter like only taking a week or something then ill learn how to add color and make it more relistic etc
If donut tutorial aren't enough for you then you have to watch dozens more videos.
The way you asked is the same as "how do I draw a person?", there is no way I would describe artistic procedure by words.
Other than telling you to take a pencil and just draw it on a paper.
watching this guy that i like right now
Ok you do you. Keep in mind I don't watch along with you so if your question refer to any tutorial then I won't answer it.
ok thanks his thing tells a lot about bones
or rigging
what assistant do you use (sorry im a little late and how do i use it just finished in blender
@young matrix can i dm for a min
so i have no idea why, but whenevr i export my avi from blender to unity, all the blendshapes just destroy the second mesh i put on
it just exlpodes
Looks like you need to to use "blend from shape"
how would i do that
because it does it without any blenshaped being changed as well
and its not a weight painting issue, the weights are fine and it doesnt move, it jsut stays stretched to the right in unity
hey first time avatar creator here. I taught myself the basics of blender over the last 3 days and am having issued with the rigging of my avatar.
It's a low poly stylized avatar.
I cant find anything about the specific problem i seem to have and can't figure out what it is can someone help me here?
remember this is the first time i've done this so i don't know anything
Only in unity? That should give you a hint to look at fbx import warnings
blendshape warning is normal as i have facetracking and theres empty blendshapes to catigorise the blendshapes, and the second one is theres one poly in the 3rd screen for the proto face
import settings match perfectly to my other assets that work fine
https://youtu.be/dg9chBLXcOg?si=GWv2TkO7ZmGtbU2k im counfused so much for unity anyone knows can you help me
what issue
is there a reason this rig wouldn't work?
Like it doesnt pull the entire limbs and like the legs are stuck together when you pose them and the head doesn't move at all actually
i don't know how to explain the "not moving the whole thing" it looks like when you make a clustered spore creature lmao
what is that
like when you move a arm for example it only moves some of it
oh brother...
is it like physics or?
watch a video on it
yeah that's a good idea
okay thanks still tho! I seem to have missed that because i don't even know what it is 💀
give me one min i just watched this one video that helped me
this is weight painting, you weight a section of the mesh to a bone so it moves along with it
thank you for your help tho!
@frozen rain https://youtu.be/DDeB4tDVCGY?si=6sWHH_o7M5dkFm0l
ohhhh now i get it
okay thank you very much! I'll watch that video on it and hopefully it works
if it goes well only takes 5min
@gusty viper do you use unity?
yeah
can you help me on it
whats the issue
all lmao but the main thing is i was watching this video and i dont have all of the stuff he said and i cant find where to put the cam (aka view
click on the avi and go to the vrc avatar descriptor, and adjust this to the eyes
the camera object doiesnt matter
Perhaps you made your edits on a shape key by accident? We wont be able to give you a definitive answer here without having the file to look at what you did and how
cant find it anything im i doing it wrong?
all blends in blender are set to zero and it looks fine. if it wasnt a paid fbx i would just slide it ur way too see if you could figure it out
click add component on the avatar, then search vrcavatardescriptor
the video goes over it all
i did that like 2 times
click on the object names stick alien, then add it there
as thats the container for the whole avi
did that how do i know what x and y do i put it?
click edit and it should pop up with a thing to drag the view point around
ill try that
one min
i think i got that how do i look if it is right?
i know its the rex, i own a copy as well. however, a distorted mesh on basis is always a massive issue and i cant imagine how you did that. the only time i managed this was by using symmetrize
i should have made it a differnt color lmao
(idk how
i have no idea, all ive done was take the proto visor and put it on the rex head and weight it
Did you keep blendshapes on the proto face when you copied it?
poiyomi stuff, idk about any shader things
yeah for the face tracking
you dont know how i delete it?
If they have the same names, blender will try to merge them with already existing ones. Also did you maybe copy the proto face while it was on a blendshape (not basis)
nah, that video you sent should show you everything, just make sure to go step by step carefuly
umm i didnt think about that part, it would break in blender tho when i adjusted blendshapes if that was the case tho no?
i did lol still this should i start from the start?
yeah ig
this might be a clue, its acting as if its part of the hand when all blends are set to zero
are you 100% sure all your shapes are at zero in blender tho
only one more question how do i change color in blender the mesh
in your image of blender above, the proto is making a happy face, not neutral
yup, im thinking it has something to do with the basis breaking, im gonna delete the basis and make a new one
aha
There you go
@junior void question how do i change color in blender the mesh
go to materials and selects the material for the mesh and change base color i think
where is materials
its the bottom one thats a ball
nothing changes
what do i do to make this green
and eyes black
you should really watch basic tutorials
i watched the first donut one then bone one and in unity one (i dont care how this looks just the toggle
hows that related to a toggle
anyway, visuals in blender are obsolete anyways as you should be making materials in unity anyway
wat
move uv around to a green spot on a texture (many ways of doing it) , you really need to just try stuff
that is my point i dont care much how it looks i just want a good toggle
then why are you bothering with color
cant see sh.t in unity lmao (no offence
If its just to see, but not to actually color sometihng, you may be better off just applying a matcap to "see" but it will not change anything in unity
Again, to change color on something, you should actually paint a texture (this requires a uv unwrap or you use vertex painting but that sucks)
I want to make my Avatars hand line up with my real hands and figners, but I can't get it quite right. The thumb goes over the fingers when I make a fist, and the fingers are spread out a bit too much and are pushed a bit into the hand. Is there a reference hadn I can follow to make my avatars hands look natural?
A picture of your own hand is the best reference.
I'm looking at my avatar to edit/merge physbones for quest, but I'm so lost and don't know where to begin 😢
I know what bones need to go, but no idea how I do it - delete or merge??? 🫠
How do I resize physbone based on blendshape? Image as for the reference.
I want smaller collider at least, to fit the small size, not the big one.
thats the neat part
you dont
physbones dont like having their component animated
so, I got to work in Blender, resize bones there so physbone becomes smaller?
im trying to make a little fella and in unity the clothes are on him but in game they are stuck in a t pose anyone know how to fix it
is you avatar descriptor in the right place? are your clothes in the right place on the hierarchy? is your avatar rigged and weight painted propperly?
I see now, it's not a problem with the base avatr, klinda looked like it was weird too in the second photo
how to have avatar in A pose in the world but in rig config Tpose?
Your clothes armature need to be attached to the model. You cant just throw it on. Use something like VRCFury or ModularAvatar to link the armature
to make ur fbx connect all materials and normals automatically, the material folder has to be already put in before u import the fbx file>?
wdym
i hate when I stil have to connect all materials
You put the clothing mesh on your avatar. But unity doesnt know what to do with it. You have to tell it that it must deform with your bones. So add armature link to it with VRCFury
I dragged everything from the armature in the gloves and the bone in the clothes into the armature of the avatar, then I used vrcfury and linked the entire prefab into the hips
same with the gloves?
do I drag the entire bone folder and the armature folder
Everything else is fine but if it has its own armature then
Bone folder?
Hmm Im not sure for those strings
Sorry its been a minute since I used unity so I forgot how it handles those
all good
so I linked the strings and the hips into the hips of the model
that worked
now just the gloves
Nice!
thanks man
No problem
Using poiyomi shaders, how can I make a cell shaded material with hard shadows and highlights?
Change shade type to something else, if texture ramp then you could customize gradient to be constant color.
I see, I do have an issue with the texture ramp though, it only really darkens the texture based on the lighting, I can't see how I can add highlights
Shading is for shadow. For specular highlight, try adding matcap.
With "Add Blend" instead of "Replace".
Can you send me a stripped down version of GGL with just the flight/hover and the animation for it? I'd really appreciate. :0
why does play mode is freezing
and starts like this
ok i changed camera position, but how do I get Goco Loco working:?
Define "get it working"
i got it working but i dontk now how
I installd vrfury and then reimport gogoloco into the scene
soomehow then it worked
what is VRfury for>?
It's a toolbox containing many tools.
Read the docs above.
Do you actually mean installing gogoloco via vrcfury?
Because "run gogoloco without vrcfury" doesn't make sense.
why not
Because it doesn't run.
why not
Because vrcfury isn't for running avatar's system.
Can you add gogo without vrcf? Yes.
Should you? No.
Why not? Bc 99.99% of ppl do it wrong and vrcf is like a quick installer, making it easier to update and remove
You're refering to "installing gogoloco via vrcfury" which is recommend by many avatar store.
Vrcf attaches gogo via controller
No. It's a toolbox for making thing more convenience. Which including a tool for installing some prefab into your avatar.
zero yes
Again, skim over https://vrcfury.com/components/
how does Loco cooperate with fury?
would have to watch a tutorial on how to use it to add my own animations
gestures
the header opnly says addinbg components
I give up
yeah I'm there too
Support squad agrees xD
How do fix this
I know there's a way to put multiple clips in one audio source and have it switch between them, but I don't remember how
Should i be worried about this when bending back
Anyone know how to do contacts that rely on the user needing to have a certain amount of velocity?
so that just colliding with it doesn't make it play
You can set velocity for OnEnter type receiver.
I've been trying to figure that out myself but it's hardly working, do you know any good settings?
I don't know what you're using it for.
I'm using it for a slap sfx
Unit for velocity is meter per second, so try google for slap velocity.
sfx is sound effects
It's just when the hand collides with the contact it plays a sound
Just using 1 means it doesn't work for me lmfao
We're talking about how to determine require velocity.
VRC has a max velocity of 1
You will have to understand the unit which I explained earlier.
That has to be false.
You read it wrong.
Well either way 1 doesn't work, and it's not even playing the sound
1 you read mean the parameter value that get set when the reciever got triggered.
Just by experimenting setting it to 1 doesn't work and nothing even plays, plus On Enter isn't gonna cut it cause it plays the audio for a split second
