#avatar-help

1 messages · Page 4 of 1

ornate stump
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It change to 1 for one frame when it entered the reciever. If you set it to return to off state when parameter reach 0 then you did it wrong.

cinder pulsar
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But I can't change the velocity required

ornate stump
mystic sentinel
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Need help here anyone?

balmy barn
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error says it, add missing parameters

cinder pulsar
cinder pulsar
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^

ornate stump
tulip vapor
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hello no biggie but uhh im trying to work out vrchat contacts, im trying to make it so when you grab the cookie from the cookie jar from the avi im making you hold it, but the speed is too fast and i dont know what im doing wrong and im new to this contact thing so uhh the real thing is how do i make it so the speed is constant like no disapearing

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unless if put bacl

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back

cinder pulsar
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Either way On Enter doesn't work, it plays the sound for one single frame which is not even a second so it won't work either way

ornate stump
# cinder pulsar ^

You read it very wrong. Parameter set to 1 doesn't effect by Min Velocity.

ornate stump
cinder pulsar
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Then it won't work for my purpose

fickle lake
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what does this error mean?

ornate stump
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Use Exit time to return to off state.

cinder pulsar
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I haven't touched that

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I have it set up like a regular contact

ornate stump
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You do now.

cinder pulsar
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Literally just followed a tutorial and that didn't work either :/

ornate stump
cinder pulsar
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Yes

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and I gave it different values to experiment and nothing worked

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I only wanted to try set this up cause it's annoying that it constantly plays with just the slightest contact so I just removed it

ornate stump
cinder pulsar
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Already tried that, did not work

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I'm not setting up the contact again anyway

ornate stump
cinder pulsar
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Yeah no just listen to me, I said I gave up on the idea and just removed it

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I'm not setting my contact up again

ornate stump
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Hope you're true to your word.

cinder pulsar
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Sadly now this crap is complaining

ornate stump
cinder pulsar
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but it's not true, all animators have controllers etc with animation clips that have things in

ornate stump
cinder pulsar
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All I've done is remove my slap contacts

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nothing else

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I can't bring them back anyway cause I saved and restarted unity

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The only things that will be empty are the hand facial expressions but I've never had issues with some set to empty clip

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and the empty clip is an actual clip named empty clip with smth in it that does basically nothing

noble estuary
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Hey can someone upload an avatar for me? I finished rigging it and set it up in unity with the creator companion but it wont let me upload because of my account rank.

noble estuary
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Thanks for responding, is there a rule against that or something?

obtuse vapor
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I think it’s against VRChat ToS to upload an avatar for someone else to skirt the rank requirement.

noble estuary
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rip

west drum
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does anyone know what could cause this/how to fix it? these are two models with the same material - one is joined into one mesh in blender, the other is separate parts (most of the meshes joined are hidden, but they have the same issues). this is a poyomi shader with a fixed-size outline.

through some experimentation, i've found it seems to be related to shape keys in some way? when i turn on a shapekey, it makes the outline get larger.

sly lodge
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@noble estuary you can get new user rank within 10-20 hours of gameplay, it's really not that much a requirement

sly lodge
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just add a lot of friends, make a vrchat account, then you can boost it up

night ember
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in unity you can tell it to recalculate them with a checkbox

west drum
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...but setting the normal normals (as in, not the blendshape normals) to calculate did work!

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using legacy belndshape normals worked too, and actually worked the best - the model i modified for this avatar used legacy blendshape normals

spark walrus
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CAN i Talk in priovate with someone that knows a lot about vrchat?

snow nexus
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Can someone help me with something

drifting drum
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so since im scared & worried but also not really sure since this is my first time and stuff w/ blender- if i color in the model in layout will it still come out or no?😭

astral cosmos
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whats the latest unity version thats compatiple

astral cosmos
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thank you

astral cosmos
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jsut made an avatar today aftera few months of not doing so and said the version wasnt the latest lol

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so thanks

drifting drum
ornate stump
junior void
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Come out?!

drifting drum
astral cosmos
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if that makes sense

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thansk tho

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👍

junior void
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As long as you save the texture, yes.

drifting temple
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my avatars feet are clipping thorugh the ground a bit even though they are on z level 0 in blender

spark walrus
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avatars current size is 19mb needs to be 10. Whats the best thing to do?

foggy cedar
spark walrus
astral cosmos
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is there a way to duplicate a unity project but have it upload as a different avatar when using the sdk

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because iirc when you duplicate a project itll jsut update the avatar the project was originally made for

foggy cedar
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Yeah lower the 1024 till you start to see obvious issues. sometimes you can also get some a more out of changing the conpression quality from normal
Dont use crunch though, it doesnt do much for vrchat. in my experience, it causes hitches

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@spark walrus

foggy cedar
astral cosmos
cinder flicker
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does anyone know what this blendshape aliasing is called? where some aren't far enough and stay in the normal position

foggy cedar
# spark walrus kks

Keep in mind that if you use shaders like poi that have a lock-in feature, youll have to unlock and relock to refresh what the sdk sees and see the current size before upload

foggy cedar
foggy cedar
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Or where to look...

cinder flicker
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the mouth is jagged because unity doesn't move blendshape vertices if they aren't changed enough

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the mouth keyform looks like this in blender

foggy cedar
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oh are you only enabling it partially? you dont have any other blendshapes effecting the same mesh at the same time, right?

cinder flicker
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no, it's at full

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if the blendshape was more "intense" it wouldn't do this in unity. but if there's a name for it i want to look it up

foggy cedar
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is that the only blendshapre you currently have active in unity on that mesh?

cinder flicker
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no, but my other blendshapes aren't affecting it.

eager hinge
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Is anyone able to help me get these settings on to the edited avatar in unity?

dark saddle
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Fast question
when working with audio sources, how does it behave with avatar distance hidder?
If I set an audio source to play on wake, will it play every time the avatar is loaded, even with distance hider? (walking up to and walking away) or does VRChat save the audio source state?

foggy cedar
foggy cedar
dark saddle
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Alrighty thank you!

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I was wondering about it

astral cosmos
foggy cedar
eager hinge
foggy cedar
dark jay
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Can someone help me fix this

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I mean when bending back it does it

astral cosmos
foggy cedar
dark jay
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Lmk

spark walrus
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in size

foggy cedar
foggy cedar
spark walrus
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can someone help me making a avatar i don't know what i need to download and all the tutorials i can find don't really help or there outdated

foggy cedar
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there are a lot of big and flashy things out there, but start somewhere reasonable

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YOu can also ask friends for stuff to see how it should look

spark walrus
spark walrus
foggy cedar
foggy cedar
spark walrus
foggy cedar
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XD I never thought about it

spark walrus
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lol

spark walrus
foggy cedar
toxic mural
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Just asking again to see if anyone knows an easier way than this to mimic a 12/24 FPS update rate on an avatar

foggy cedar
foggy cedar
spark walrus
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wheres that at?

foggy cedar
toxic mural
spark walrus
foggy cedar
foggy cedar
spark walrus
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oh okay my bad thank you

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oh it was set to rig

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i set it to model and turned compression off

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should i try and see if that did anything

foggy cedar
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did you have mesh compression on before?

spark walrus
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uhhh

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no

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i dont think

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so nothing would change?

foggy cedar
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default is none, raw import with basic unity import compression, you can try bumping it up and see how much itll shave

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you will see a visual difference if you put it to high

spark walrus
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alright

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ill see how it goes

proper jay
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i feel like my model looks way better in unity which i think might be caused by fov, is there any way to reduce the effect of that or is that just a part of the uploading an avatar life? her face looks way bigger compared to her hair

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its like when u look in the mirror vs when you try to take a selfie lol

elder pivot
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that cannot be pssible 😭

junior void
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Turn on read write on the fbx

elder pivot
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?

foggy cedar
spark walrus
proper jay
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yeah it looks the same in blender in perspective but i have fov at 100

foggy cedar
proper jay
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like blender looks the same as unity even in perspective ill show in a bit i just left my computer

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i thought iso was like a flat straight on view

foggy cedar
spark walrus
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kk

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tys tho

proper jay
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oh im thinking ortho

foggy cedar
# proper jay i thought iso was like a flat straight on view

yeah, iso/ortho is flat straight on, just it also removes any concept of scale/distance
Its really useful for lining things up visuallly along a single axis

orthographic is the same view type as isometic, ortho is just meant for stuff like blueprinting where you see 3 or 4 flat views for machining lol

long sierra
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So Klonoa's ears do flap when he flies but it doesn't seem to loop correctly

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it DOES loop, but there's like half a second or so between each loop

proper jay
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yeah i started out making blueprint type stuff for machining haha

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in solidworks

foggy cedar
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oh yeah you get it then lol
I see why you chose iso

proper jay
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some habits die hard 😔

foggy cedar
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hardsurface vs organic modeling be like

proper jay
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guess ill have to try and rearrange it in persp, thank you!

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bad and naughty avatars go in the hydraulic press. get flat! get flat!!

mild solar
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current setup has middle toe as the “toe” under rig configuration. when im in play mode using gesture manager, whichever toe is assigned under “Toe” stretches when the avatar is in motion. if its middle toe the middle one stretches, if its big toe the big one does. (as shown in the pink image)

for assets using the same base, i notice that under foot there’s a “Toe_L/R” before all the toes are listed, but for the fbx i’m using which is the same base, that’s missing, it goes straight from Foot to all the toes.

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the screenshot with the red line is my avatars hierarchy, and the one in the blue text is the hierarchy of the asset with the same base

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i’m not sure how to fix this issue and i’ve tried what i could think of

junior void
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You could unassign the toe though, its optional anyway

foggy cedar
long sierra
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I have exit times disabled on all of the flight anims

mild solar
long sierra
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wait, no I didn't O_o

foggy cedar
long sierra
foggy cedar
mild solar
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thank you so much for the help and the responses and the explanation @foggy cedar @junior void vrcLove it’s very appreciated

gritty furnace
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Does anyone here understand how audio works in Unity? I have a purr when people touch the top of my head, and apparently everyone else is able to hear it but I'm not. The only time I've been able to hear it is if I take the right-most red volume node and raise it up, but apparently that makes the audio play world-wide instead.

I've tried removing the spatial audio source, it's the same thing. I don't hear any purr until I raise the red up and make the audio world-wide.

vale swan
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hey anyone got any idea what might be wrong, i've been attempting to upload a quest version of my main avatar and this message pops up everytime

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and this is what the console says

lime lagoon
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how do i make full body toggle?

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not just items but my whole head

foggy cedar
feral abyss
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Okay, possibly a dumb question… how hard would it be to make a fully customisable set of nails? As in each nail is colourable while in game, you can add stencils, change the shape, add french tips and change their colour, add little gems and change their colour? Ik this will take a load of work, probably in both blender and unity, so wanted to ask now and almost write a list of instructions of concepts and code I need to learn (for reference I haven’t even found a base and head I want to work yet, but I overthink and focus on details far too quickly so if it’s not possible, I’ll nip it in the bud)

foggy cedar
# lime lagoon how do i make full body toggle?

enabling/disabling fbt is an option in the in-game menu, but you can also attempt to push it with an animation tracking control behavior and set all body parts to animation instead of tracked

lime lagoon
foggy cedar
foggy cedar
lime lagoon
feral abyss
vale swan
lime lagoon
foggy cedar
foggy cedar
vale swan
feral abyss
foggy cedar
vale swan
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if you want i can send you the full logs, i've always been bad at finding the issues through logs =.=

foggy cedar
feral abyss
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...oh I have just had so many ideas, I may be about to fixate on making the perfect set of nails and then not have a model to affix them too! God only knows how bad I'll be when I get to learning how to make my own clothing...

gritty furnace
# gritty furnace

-Throws computer out the window-
The component was completely fine.
The avatar's Write Defaults are all messed up.

gritty fern
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can someone help me out on something?

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i have a problem with an avi that i uploaded but its missing so many things does anyone know why?

foggy cedar
feral abyss
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Yeah but it's only good if they work on a model! And trust me, I've tried making a model from scratch and train wreck did NOT cover it. Too bad I can't afford the good quality bases, free male bases are so few and far between, and vroid isn't my style

foggy cedar
foggy cedar
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if you wanna send logs, feel frii to lol

unique acorn
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I have an interesting issue. Editing an avi I set everything up like normal. But there seems to be some issue with the Radial Menu and the Parameters. I have multiple toggles on the avi. One of them is set up to be on already. But when uploading the toggles are all backwards on the menu. And when I turn the one that should be on, on. It toggles it off. And then everything is stuck on, can't be turned off.

somber sequoia
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stuck on often means some other animation or another menu item is setting that parameter

unique acorn
long sierra
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Klonoa's ears won't stop flapping when I enable GGL flight:

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New State is transitioned to if FBT is on

somber sequoia
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But usually stuff stuck like that is a matter of trying to change the same parameters in multiple places

unique acorn
barren stump
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I'm having an issue with an avatar I'm working on. I'm creating toggles for the clothing. When I press play in Unity and click the toggle to for the piece of clothing, it turns off like it's supposed to, but then a second later it toggles back on even though there's no other animators that are affecting it, the animation is not set to loop, and write defaults are off. Any ideas on why this might be happening?

long sierra
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Conditions for Idle > Flutter are: VRCEmote >119 or <125.
Conditions for Flutter> Idle are VRCEmote <120 or >124

somber sequoia
rough knoll
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Hey guys

rough knoll
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Does anyone know how to make a quest avatar fly?

somber sequoia
rough knoll
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Hard answer?

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I know how to make a pc avatar fly, is it harder?

long sierra
long sierra
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quest involves stations I think

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and you need to have a mirror active for it to work, so on worlds with no mirror you can't fly

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quest flight is stupid

rough knoll
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What???

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No way

somber sequoia
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huh I don't think I've heard that before, but I don't do much Quest work

rough knoll
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Okay I will use gogo loco then.

long sierra
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At least that's how GGL does it in the version I use

rough knoll
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What is GGL?

long sierra
rough knoll
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Oh yeah

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I'm stupid

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Thanks

long sierra
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don't worry, I commit brainfarts too lmao

rough knoll
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It is soo easy to make avatars for pc

long sierra
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Yeah, you need to have a mirror turned on in order for the flight to work, because the flight needs a reflection active for some reason

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dunno if personal mirror works

rough knoll
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Weird, anyways I'll just put GGL there and call it a day

timid phoenix
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small question can you upload an avatar without any shoulder bones?

somber sequoia
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Yes, though it won't be humanoid and so you'd have to create all of the base locomotion system yourself

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you probably don't want this

long sierra
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and also make the shoulder bones near zero length

barren stump
drifting temple
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tried to upload my avatar, this happened

long sierra
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rSo I fixed his ears animation but he also clips downwards when I move while flying

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lemme get a video of what I mean

left wharf
drifting temple
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the issue already fixed itself, I jsut had to restart unity

plucky bridge
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I am joing to lose it. So, I've been running back and forth with trying to get gogo to work, I've removed it from the prokect and re-add it several times, but none of the poses work. The emotes function although are sometimes slow, and the afk toggle works, but none of the poses.

stark sedge
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If anyone wants to help me figure out how to build an avatar completely from scratch please dm me

long sierra
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I also can't get the mouth visemes working when GGL is installed

long sierra
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I figured it out, my modified GGL base (locomotion) animaiton controller is interfering with the visemes somehow

lilac musk
cunning scroll
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Why does this "spike" keep appearing when crouching or crawling ONLY, i remade the entire weightpaint but that didnt fix it...

lilac musk
lilac musk
cunning scroll
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Yeahh but see the thing is i stole this hair from my other avatar which works completely fine, nothing like this

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the weightpaint and everything is perfect, but on this one... jesus.

lilac musk
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Maybe a weird armature mismatch issue then?

cunning scroll
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And its only the pony tail asw

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idk i dont think so, ive triple checked blender but cant find anything

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atp im ready to just remake the entire thing if i dont find it soon

lilac musk
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Have you found the exact vert in question and tried just deleting it and replacing?

cunning scroll
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that seems very unlikely, it doesnt happen in blender either, it looks like a weightpaint issue but no matter how i bend the bones in posemode this never happens

lilac musk
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That is very strange. Unity moment

cunning scroll
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So id have to try and triangulate the vert and then just guess and remove it

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and then hope that it fixed it bc if it doesnt well... i would try 15x more from blender to unity to vrc

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it doesnt look like a collider issue either

tacit lark
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I keep getting this error that is causing me unable to publish my avi the top one. but when i unparent and rearrange things it breaks the entire rig so he will just tpose in gesture manager. what do i do??/

proper jay
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last time i had a single vertex issue like that i separated part of the mesh with the problem vertex and removed the influence of all bones that shouldnt be affecting it to clear any impossible to see weight paint and then rejoined it

tacit lark
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like im looking at it and the rig looks correct

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i am confused as i am not the one who rigged this model

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and im not sure how to weight paint

cunning scroll
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ive been up for 5h straight hopping back and forth from blender to unity to vrc

tacit lark
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oh im so sorry you meant to klemi my bad sorry

proper jay
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oh wow thats rough

ornate stump
cunning scroll
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Yeah my mental is draining lmao, before there was another mesh that had a similar/the same problem but after re-weightpainting it worked perfectly again

proper jay
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u might have meant this also but just to be clear when i say remove the influence i dont mean with paint i mean i literally removed the bones from here

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behold my disasterous naming conventions please dont roast me

spiral osprey
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I talk like that tho.. ):

cunning scroll
proper jay
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lol

spiral osprey
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ANYWAY can someone help me texture this LITTLE SHIT the only software I have is paint 3D and that's pathetic

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(I have a full model)

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(Non rigged)

proper jay
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looks like your uv maps might be a little messed up perhaps?

spiral osprey
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It does that

proper jay
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oh gotcha

spiral osprey
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That app just SUCKS

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I did get this into there tho

proper jay
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lol i like it

spiral osprey
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I just need someone to go over the lines

dark saddle
spiral osprey
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I made this to scare small children while looking goofy\

dark saddle
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The the left thumb goes up and, and the right thumb goes down. The animations for the model are fine, so idk what else it could be

proper jay
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i made mine straight in blender sorry no fancy software

tacit lark
night ember
ornate stump
ornate stump
tacit lark
spiral osprey
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So can someone PLEASE go over this piece of flaming hot TRASH and make sure it doesn't look like a fucked up chess board?

tacit lark
tacit lark
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oops

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i see i didnt realize it was there

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i was looking in the groups

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thank youuu

dark saddle
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you can see here that Open Closed is properly mirroed

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but the In Out isn't

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They are flip flopped

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im not exactly sure why

spiral osprey
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I'll just wait here until someone'll say they can do it.
Really sorry for the bother, though.

tacit lark
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ouch ummm is it possible to add these phys bones that were on my old model to the new one x_x

somber meadow
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does that avatar share the exact same bone layout to your new one?

tacit lark
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yes

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although just different parent from the shoulders to upper chest to get it to work

spiral osprey
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God help this poor low poly DUMBASS's textures

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0 thoughts behind that expression

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It's just fog up there

ornate stump
spiral osprey
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It's shitty.

ornate stump
spiral osprey
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I tried, but i have to make the brrush itself bigger.

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I can't paint with a bigger brush, so that's how it turned out.

ornate stump
spiral osprey
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It was free.

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All i need is someone else to get the model off me and fill in the gaps.

ornate stump
spiral osprey
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I don't understand a SINGLE word that you just said

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(I textured that off myself)

ornate stump
spiral osprey
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Though, the problem I have now is a few pixels. I am NOT going to learn something over a few pixels.

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also i'm big dumb dumb stupid

ornate stump
spiral osprey
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I have lost sleep over this.

ornate stump
spiral osprey
ornate stump
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Learn to solve it then?

spiral osprey
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It's not a problem with the model itselb, it's a problem with the software I use.

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I can't use paint 3D because it SUCKS ASS.

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I tried using blender, but blender won't work for me.

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and I don't want to buy anything else, therefore I'm stuck.

next yew
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working on a new avatar soon, i wanna make an equitable castle for it bcz itd be funny.
how would i go about making the castle equiptable and sizeable and also to stay in one place when its equipted? its gonna be somewhat big so i want there to be the option to scale it and make it tiny for smaller avatars, and for it to stay in one area when its equipted.
(idea of what im trying to do with the action menu drawing)

covert moth
next yew
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ya

covert moth
next yew
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basically just lock it to one area

covert moth
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this should be what you're looking for

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i think

next yew
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but its apart of the avatar so im a little confused on how to do it

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i'll take a look

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yeah i think thats what im looking for

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any way to add an option to make it sizeable?

spiral osprey
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OKAY
So i tried to edit the texture itself

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and I noticed one of the teeth seemed a bit suspicious..

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I told you it wasn't the model

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Yippie

night ember
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toggle in the gesture layer

heavy olive
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Is there any world I can join with like a grunge look? Piercing or skater look? If that makes sense?

ornate stump
stoic bobcat
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my vcc recently had this issue where it refuses to open files, it removed all recent files, keeps losing the unity editor. no clue why this is happening

frozen rain
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hey does anyone know how to stop this from happening?

The skirt and chest are two different objects and even if i fuse them they don't actually connect when moving around

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the edges of the torso and skirt are both red in the weightmap if that helps

drifting temple
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press cntrl M and merge by distance

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you may need to edit the topology so that the verts on the edges between the chest and skirt allign

frozen rain
sly lodge
frozen rain
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that's not really that important no

sour quartz
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Question: I have a sound and animation that plays when you touch the avatar and it works fine in unity but when I upload it to VRchat the sound doesn't play anymore but the animation does - anyone knows why? vrcTupCry

frozen rain
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@sly lodge also just saying cntrl M doesn't work...

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like they are still seperate and not connected

sly lodge
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did you merge by distance on the doubles?

frozen rain
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it doesn't bring up any merge thing

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it brings up a window titled "mirror"

sly lodge
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enter edit mode, select everything, or just the part you want to be affected, hit M and select by distance

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you also need to have both meshes combined already

frozen rain
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oh combined how exactly?

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like parent one to the other?

sly lodge
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to have only 1 mesh, not 2

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if you have 2 objects, select both of them then hit Ctrl + J to combine them together

frozen rain
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yeah that's what i was looking for i will try that right now

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@sly lodge that worked perfectly thank you very much!

lime lagoon
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anyone that knows toggles in unity can you help me do i need to add something to get this setting

prisma sedge
lime lagoon
prisma sedge
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As long as you didnt unpack the model you can set the rig type to humanoid it should add that component automatically.

lime lagoon
junior void
# lime lagoon

I think you are misunderstanding this. IF your avatar has a bunch of animations, and you cannot access them in the animator window, thats why you would temporarily put the controller into that slot but later youd remove it from there

#

You can totally also make animations without adding that there

lime lagoon
junior void
#

I assume this happens when you hit record in the animator

frozen rain
#

sorry to spam this help channel so much but what do i do against this... why does the hair keep "collapsing" when it turns?
I tried to join it to the head and made it entirely red in the weightpaint but it keeps like "shrinking" into the head when it turns. Anyone know why that is?

lime lagoon
lime lagoon
junior void
frozen rain
#

yeah i did weigh it to the head bone

#

only the headbone obviously

junior void
#

Did you check the armature modifier?

#

Doing certain things can leave a broken reference armature modifier

lime lagoon
#

@junior void also where is the animaion tab cant find it in my thing

junior void
#

You can find it somewhere under "Window" in the top

lime lagoon
junior void
#

I believe "window" -> "animation" (?)

lime lagoon
#

this?

junior void
#

my memory is ass lol

#

Yes

#

Just dock it at the bottom

lime lagoon
#

found it

#

ok thanks ill prob have more questions 🤣😭

frozen rain
junior void
#

Last i checked, preserve volume does not carry over into unity so if you are making this for vrchat, well...

frozen rain
#

wait so like this would not be a solution for vrchat?

#

this is the first time i'm doing something like this so i apologize if my questions might be a bit obvious

lime lagoon
#

what is non assets folder @junior void (after helping slothy

junior void
#

Youre doing right to weight the hair to the head, its just the setting preserve volume that is the "problem"

frozen rain
#

okay but what could i do about the shrinking then?

junior void
junior void
lime lagoon
#

so put it where (i did not make the animation yet

junior void
#

Personally i like to keep my stuff ordered. Later, it will become cluttered, so I make a folder in "assets" call it "my animations" or something so i know where i put them

lime lagoon
frozen rain
junior void
lime lagoon
junior void
#

These two options are the only ones coming to mind while having my morning coffee rn

frozen rain
frozen rain
junior void
#

If you don't mind sharing the blend file, I could have a look but thats really up to you. Obviously i cant make promises, but i did make avatars before in blender so chances are, i might find it

lime lagoon
frozen rain
junior void
#

ima get a second coffee and have a look right after

frozen rain
#

i sent a request

lime lagoon
frozen rain
#

u know what coffee sounds great rn lol

lime lagoon
frozen rain
lime lagoon
junior void
#

sorry for late response, fixed up slothy first and overlooked ur msg

lime lagoon
junior void
#

exit out of that popup

#

next to your animator, you have a tab called "project"

#

where all your files are, do that there

lime lagoon
junior void
#

My bad, its "show in explorer"

lime lagoon
#

one min

lime lagoon
storm hinge
#

someone helpp i have an error

#

error CS1704: An assembly with the same simple name '0Harmony' has already been imported. Try removing one of the references (e.g. 'C:\My project (61)\Assets\Av3Creator\Dependencies\Harmony.dll') or sign them to enable side-by-side.
VF.Utils.AnimatorStateMachineExtensions.ThrowProbablyCompileErrorException (System.String msg) (at ./Packages/com.vrcfury.vrcfury/Editor/VF/Utils/AnimatorStateMachineExtensions.cs:34)
VF.Utils.AnimatorStateExtensions.VAddStateMachineBehaviour (UnityEditor.Animations.AnimatorState state, System.Type type) (at ./Packages/com.vrcfury.vrcfury/Editor/VF/Utils/AnimatorStateExtensions.cs:15)
VF.Builder.AnimatorIterator+<>c__DisplayClass0_2.<ForEachBehaviourRW>b__2 (System.Type type) (at ./Packages/com.vrcfury.vrcfury/Editor/VF/Builder/AnimatorIterator.cs:30)
VF.Service.ActionConflictResolverService+<>c__DisplayClass2_1.<Apply>b__0 (UnityEngine.StateMachineBehaviour b, System.Func2[T,TResult] add) (at ./Packages/com.vrcfury.vrcfury/Editor/VF/Service/ActionConflictResolverService.cs:65) VF.Builder.AnimatorIterator.ForEachBehaviourRW (VF.Utils.Controller.VFLayer layer, System.Func3[T1,T2,TResult] action) (at ./Packages/com.vrcfury.vrcfury/Editor/VF/Builder/AnimatorIterator.cs:30)
VF.Service.ActionConflictResolverService.Apply () (at ./Packages/com.vrcfury.vrcfury/Editor/VF/Service/ActionConflictResolverService.cs:40)

#

how do i fix it

junior void
#

I'd personally try a battery of updating everything

storm hinge
#

im trying reimport everything and see if that works

arctic dagger
#

anyone know a way to fix sometjhing like this,?

#

(the vertices being fuuuuuuuuuuuuuucked up )

junior void
#

oh god, what did you do o.O

arctic dagger
#

it came liket hat i promise 😭

junior void
#

O.O

#

I would use an addon here called quad remesher (its a paid addon tho)

#

Your only other option is a complete manual retopo. Both options require weight transfer as well

#

Seeing this hurts my blender heart

arctic dagger
junior void
#

Do you know how to retopologize?

arctic dagger
#

i do not 🫡

#

im sure i can google it though!!!! i have done that thusfar with everything i need hnelp wioth (asking in servers for things i cant figure out) and ive locked in thusfar

junior void
#

Hmmm thats a good way to think really, many people would give up right here. Let me find a video i keep using for retopo reference, will make your life easier

#

It should make sense to you that you want denser topology where the bones are, so that the cloth will deform nicely later

arctic dagger
#

oh thank you so much !! <3 i appriciate your help !!

junior void
#

No problem! Do come back here if you're having trouble with this ^_^

arctic dagger
#

ofc !!

#

the remesher i fouidn has a trial version so i am saved <3

#

its so beautiful...

junior void
#

That is awesome! Personally, I'd dissolve every 2nd edge horizontally and every 4th vertically

#

It doesn't have to be that dense

#

For the weight transfer to the new mesh, theres a free addon called "robust weight transfer"

arctic dagger
#

i figured out "quad count" does not mean tris . i am silly . but thius def is a lot lot better, just needs alil fitting

junior void
#

That looks so much better ^_^

arctic dagger
#

<3 !!

lime lagoon
#

any one know why invisible aka cloaking would not work?

ornate stump
lime lagoon
#

i think i did it all right

ornate stump
lime lagoon
ornate stump
lime lagoon
ornate stump
#

Missing one thing then nothing work.

lime lagoon
#

these two are the same right? @ornate stump

ornate stump
lime lagoon
#

(did not know that

#

that is not it but the thing that i did wrong was (i think) when making the on off thing i did not click my avatar

#

not even clicking lmao im going to start from the begining

left wharf
#

check your animator is set to Avatar Descriptor(or if you are using non-destructive tool, check your animator is merged)

left wharf
#

check Playable Layers. you need to set this.

lime lagoon
left wharf
#

try use VRCFury or Modular Avatar. they have the component for merge animator.

left wharf
#

ok then.
if you want to toggle objects, use Toggle component.
if you want to merge animators, use Full Controller component.

lime lagoon
#

(bc idk how

primal swift
#

the eyes on my avatar don't move anymore

junior void
#

... anymore after doing what?

feral abyss
#

how do i bring vertices in line with each other? trying to make a square nail shape, but cant figure out how to evenly adjust the vertices so they all line up with the one in the centre

primal swift
#

it migth've been like that for a while

ornate stump
timber wharf
#

or just extrude along normals

#

or not along

queen nimbus
#

(how) is it possible to change the scale of the amature in an animation ?

junior void
#

Or you use a reference object (a square), line it up with where you want the edge to be and use snapping option

queen nimbus
ornate stump
# queen nimbus alright

You might want to describe what you want to do, just in case we can figure out alternative solution.

timber wharf
#

@queen nimbus you can use scale constraints but itd break almost everything

feral abyss
queen nimbus
timber wharf
#

ye dissapearing kinda doable

#

try scale constraint

#

i use it for magic hat

#

people think its certain system🤣

ornate stump
#

Can the scale constraint affect humanoid bones?

timber wharf
#

ofc just breaks tracking

#

but for hand alone should be perfectly fine, like whole arm is harder

queen nimbus
ornate stump
timber wharf
#

ye i even added spaces, it evolves

queen nimbus
ornate stump
queen nimbus
queen nimbus
ornate stump
queen nimbus
#

i have zero experience witch 2d textures xD

ornate stump
ornate stump
queen nimbus
#

alright i try it xD

feral abyss
queen nimbus
#

and is it possitble an asset (clothing / part of a clothing to scale with an asset ?)

junior void
queen nimbus
#

does someone know i tool to make a statemaschine for some animations. like Expressions or dances ?

left wharf
feral abyss
# junior void Show us whats happening so we can follow what you did

heres the closest ive gotten. current setup is a mesh on top of the nail, aligned with the centre vertices. after some experimentation, closest ive gotten is aligning the leftmost vertices with the central vertices by snapping the top one to the corner of the square and the bottom one to the world cursor, set to the top vertex, keeping its offset so it can keep its thickness, but because the square is flat and a nail is curved, that leads to it looking like the nail is just being pulled off at the corner, which isnt the effect im going for, plus it also means the vertices inbetween arent affected and i dont know how to pull them in line (plan is just loop cuts but i dont think a mesh is it)

#

...wait]

#

omfg, ive been dealing with the wrong snapping option, hold on

junior void
#

If your reference object is just an edge, snap to edge x)

#

You could also subdivide the reference edge to have 4 vertices and use vertice to snap to

feral abyss
#

problem is, the edge is higher than the vertices to be moved, that gonna pose an issue?

junior void
#

remember you can also set your transform orientation to "normal" and move on one locked axis

#

You may want to grab all faces from the edge of the nail and snap to edge while moving on the snapped normal direction that goes forward (length wise)

#

another option is using normal and scaling to 0 on its own normal axis

#

makes me wanna try that now lol

feral abyss
#

okay, one down... i now need to accurate do like 8 other nail shapes, oh god what have i done

#

and figure out how to add the blendshape so that i can transition between nailshapes

left wharf
feral abyss
#

Okay, new issue: curves. I've got to take those top points and make them curve smoothly, one with a sharper corner (so the curves almost isolated, only affects the top faces), and one that blends into the sides, so a more graduated curve. What's the plan?

fair mirage
#

do you still need help with this? kinda late but i think i know how to fix it

queen nimbus
#

I have an animation in which I put on an outfit and strike a pose. In the preview of the animation everything works great, but in play mode only the outfit is shown

ornate stump
feral abyss
#

okay, managed to get the curve (thank you bevel feature), however the new vertices this added has made pointier shapes a bit harder than once planned. Ive currently made this point, but need to make the curve at the edges less pronounced if i can (image of the planned nail shape for reference) without adding even more vertices to work with if possible. where do i go from here?

queen nimbus
junior void
#

You can select the edge going across and move it down using G twice to accomodate for a little texture stretch and also use s to scale is down just a tad bit to make it smoother

somber sequoia
ornate stump
stoic bobcat
#

getting these errors when I import the sdk files from vcc to this project, no clue why

queen nimbus
feral abyss
ornate stump
queen nimbus
#

That's true, but since it's extremely easy to look into other people's faces in VrChat, an empty glove would be sobering. And I would also like it more if I knew that the glove wasn't empty 🥊

ornate stump
queen nimbus
ornate stump
buoyant thorn
#

any way of dealing with weird knee bends in gogo loco poses, I checked blender it has decent rotation in pose mode and looks fine

junior void
queen nimbus
ornate stump
queen nimbus
#

so I have a few organs

buoyant thorn
#

why when mirrored in pose mode I rotate the knee the other knee rotates forwards instead of backwards

queen nimbus
frozen rain
#

guys i did the entire weightpaint in mirrored mode. why does it do this and how do i fix it. i looked for accidental spill on every bone and it doesn't help
i also don't get why its only on one side because i had it mirrored the entire time

feral abyss
#

right, 4 nail shapes done, length done, now to make 9 duplicates, remove the existing nails, add mine and pray nothing goes wrong! colouring next feels like itll be a nightmare...

timber trail
#

I feel like I'm missing something that should be very simple here. I'm trying to make the alpha channel transparent in the material, yet when I have the render mode set to "transparent", it seems to invert what should be transparent, making everything transparent except what I want to be.
I'm sure there's a very simple answer here but I am too much of a Unity noob to figure it out (and trying to google this specific issue isn't helping).

balmy barn
#

rendering queue , if they are the same and transparent - it wont know wich one should be first , why i just use 1 material for all alpha stuff (cutout should behave unless you want it to be see through/fade)

timber trail
#

I'm only using a single material. The other one was for testing purposes and is not applied.

#

It does need to be see-through, not just invisible.

#

The white parts of the tails should be translucent

winged kiln
#

anyone know why in blender why in edit mode my visusms are where i want them but in object mode they go back to default

ornate stump
timber trail
#

Okay, then can you tell me what will work?

ornate stump
timber trail
#

.....Clearly that's not working though. See the third screenshot.

ornate stump
timber trail
#

Alright. Then please help me figure out how to get this to work, because I'm an idiot who can't figure it out.

ornate stump
timber trail
#

I understand I need a second material

#

So how do I apply that without overriding the existing one?

ornate stump
timber trail
#

From everything I've found from searching, the alpha channel should automatically apply transparency

#

But it's inverted here

desert plover
#

anybody know how do material swaps using toggle assitant

ornate stump
timber trail
#

That's fine. I just want the correct part of the texture to be transparent.

#

Right now the alpha is inverted for some reason

ornate stump
# timber trail But it's inverted here

The inverted cause by each tris doesn't have ordered when being rendered, it doesn't order from back to front, rather randomly. This random order make some part render on top of other where it shouldn't.

timber trail
#

Look, the texture is set up right, and alpha is set to transparent. But in opaque mode, there's no transparency, and in fade/transparent mode, it's reversed so that everything except the alpha channel is transparent.

balmy barn
#

time to read up on rendering queue - not inverted, just doesnt know wich one should be first - so you see them all same time

#

you can have multiple alpha ontop of eachother but using different queue they wont fight wich one should be first

#

pc shaders have alot more options, poi have one that will make transparent behave with 1 material, dont like it tho, can do wierd stuff

ornate stump
timber trail
#

Sorry, I'm not trying to be difficult

#

I'm just trying very hard to understand

ornate stump
timber trail
#

I don't mind if the materials overlap and do odd graphical things

ornate stump
timber trail
#

No, it isn't. I must not have worded it correctly

ornate stump
timber trail
#

No wonder we were getting frustrated, we were having two different conversations

ornate stump
#

A part that's behind but get rendered on front, that's the overlap.

timber trail
#

Okay so in the first shot, it's set to opaque. In the second, transparent (cutout doesn't appear to do anything with alpha set to transparent). The white parts of the tail are not being rendered as transparent at all.

#

And yes, are rendering in front of the figure

#

So it sounds like I have two problems, not just one

#

Or it's just straight up ignoring the alpha channel

balmy barn
#

cutout have a slider too low it doesnt do much

ornate stump
timber trail
#

makes the whole thing transparent. Switching to cutout just completely culls the alpha instead of preserving transparency

balmy barn
#

yup thats what it does, cant do gradients of transparency on cutout

ornate stump
timber trail
#

hmm

#

So how would I go about applying a gradient? If I have to use multiple materials then I will

balmy barn
#

poi have transclipping wich could help that, it would still behave wierd

ornate stump
timber trail
#

I'll have to Google that then

#

I do have to wonder how unity typically handles things that are meant to have semi-transparency.

buoyant thorn
#

is there a way to return something with exit time when its a long animation but I dont want it to take forever to come back

#

like a thrown lightsaber, like if you keep the gesture on it stays and rotates out there but when you let go it comes back smooth and doesnt teleport

#

I already got the animations down im just guessing its something to do with the return

ornate stump
buoyant thorn
#

alright ill try that

buoyant thorn
glass condor
#

Hello, I'm trying to access my avatar to add physbones to it, but if I click on it in the hierarchy, all it shows me is the avatar configuration button. How to fi

#

*fix

junior void
#

A picture can make this so much easier

ocean parcel
#

I'm looking to see about a avatar to get created for my personal use. I have looked for anything close but I wasn't too thrilled with what I found. I tend to prefer my avatars to be extremely close to irl me. Maybe with some mods like Vulcan race features like pointed ears. I use a Quest 2 VR headset. Not sure if eye/face tracking is possible. Anyone able to help me?

arctic ginkgo
ocean parcel
timber trail
#

Just a heads-up since yours is the type of post they latch onto.

prime zephyr
#

🤔 i’m thinking making a few avatars myself, but I don’t know where to start

spark walrus
#

uhh

#

i need help

#

my viewpoint is upside down lol

#

and zoomed in

#

like this

night ember
sour sphinx
#

why isnt my hip weight painting showing? ive tried redoing the data transfer on the bodysuit and ive checked the body, to which it shows that it has hips??

long sierra
#

Can I use one animation to toggle multiple textures?

night ember
#

Depends

onyx ember
#

trying to upload an avi i bought and every time i detach the blueprint id it attaches itself again

night ember
sour sphinx
glass condor
#

Oh hey guys, I'm trying to switch build target to Android, and it's not doing anything? I just click on it, confirm to switch target, then...nothing happens.

daring zodiac
#

hello i need help fail why avatar

sly lodge
#

We would need more info than that, what error did you get in your console?

spark walrus
onyx ember
night ember
spark walrus
#

but

#

then my phone not gonna work

night ember
spark walrus
night ember
#

The camera is replacing your pov

spark walrus
#

should i change the state?

#

like deactivate?

spark walrus
#

the phone i use might be

#

using too much space

#

i try to put it on full gesture avatar

night ember
#

🤷‍♂️

buoyant thorn
#

is there any better way people do sword collisions than collider particle thing

arctic ginkgo
#

if you just want to collider with other players or other parts of the avatar when other people wear it (like for example, having 2 people wearing the avatar, their swords can collide) then just use contacts

sour sphinx
buoyant thorn
arctic ginkgo
buoyant thorn
#

tho it might be my settings but ive tried everything

#

if there only was a way to make it not go off anywhere (the collider sphere on the particle)

buoyant thorn
#

like if you swipe at a wall itll sometimes just get dragged along and then out of place

#

of the blade

#

or original point ig

arctic ginkgo
#

have you tried using vrlab's world collision prefab? it uses particles to detect but just might be easier than setting it up yourself

buoyant thorn
buoyant thorn
arctic ginkgo
#

you can just respawn the particle

arctic ginkgo
#

i mean if you have an object and you try to drag it along the wall friction will slow it down

#

it's a physics thing

buoyant thorn
#

yeah but I wish itd somewhat look okay sometimes it can look really messed up

arctic ginkgo
#

kill it so it respawns

#

use VRLab's collision detection system

#

that way even if the collision is off it doesn't move the whole particle system for the sword (i'm assuming you have sparks on it or smth)

#

they'll just be separate particle systems

sour sphinx
#

why isnt my hip weight painting showing? ive tried redoing the data transfer on the bodysuit and ive checked the body, to which it shows that it has hips??

long sierra
#

I put in a clothing swap system for my Klonoa avatar, and the outfit swaps are visible for me, but not other people. And yes, the parameters are synced

lucid bison
#

Been trying to come up with a good way to do eyelids for this high poly sculpt I'm making into an avatar for a friend. The sculpter did these disc eyes with stylized lashes.

I've pretty much determined there's no good solution possible. :/

long sierra
#

The flapping ears animation is clientside again though :/ And yes, it's on the FX layer

#

I tried making clothing switching by having the other outfits turn invisible, but that renders it just barely visible

cedar thicket
#

some help?

feral abyss
#

just about to port my avi in to test the nails and realised that i dont have the expressions or playable layers part of unity (went through the companion, made my project that way, imported my model which i first exported from blender as an fbx), so cant add a controller to create the radial puppet to test all the blendshapes, did i miss a step?

distant swallow
#

it wont show me the stuff in the second photo for the quest version, ive made 2 different projects but it keeps happening. im at a lost :(

balmy barn
#

security check going to nuke that av for android its WAY tooo much

distant swallow
arctic ginkgo
prisma sedge
# cedar thicket

Change your avatar culling settings. Can be found in the big menu settings in "Avatars" tab or in the quick menu about halfway down under the category "Avatar Culling"

feral abyss
# arctic ginkgo do you have the avatar descriptor?

...you know, one of these days ill stop making stupid mistakes, how did i forget to add that?! okay, new question. descriptors currently on the head. if i want to do stuff to the nails, does it also need a separate descriptor? first time doing this, it can all go wrong here

arctic ginkgo
#

i was just asking if you have one at all

#

and since you do that means the SDK imported correctly

#

so your issue might be that your avatar is not humanoid

#

if you open the control panel in the builder tab do you see a ⚠️ warning that says the avatar is not humanoid?

feral abyss
#

oh, yeah, that needs to be fixed and fast huh

#

hold on, i may have more pressing issues-

arctic ginkgo
arctic ginkgo
wide marsh
#

Hey guys!! So, I’m trying to follow tutorials on YT to edit my Mamehinata model to have different clothes but nothing seems to work and the videos don’t explain with enough details for me to understand!! Can someone help? I just want to replace the base jacket and shorts with a different clothing set made for the same model variant on booth

feral abyss
feral abyss
#

if i cant import it now, god forbid the day comes when this things fully made because thats going to be a trainwreck...

mellow tangle
#

Hey everyone, i'm trying to possibly make a screen space shader that shows the image depth that will affect everything in the world for making my VRChat AI player percept how far everything is, only for me locally, or in an extremely small radius right by the camera, if possible somehow. Would VRChat allow such a feature and is it even possible? Would be great if anyone has guidance on this on how to proceed?

#

I am basically trying to achieve the same effect that a depth prediction AI would do

feral abyss
arctic ginkgo
# mellow tangle Hey everyone, i'm trying to possibly make a screen space shader that shows the i...

idk how you'd make it since i don't know the first thing about writing shaders, but I do know that if you know how to write shaders it should be pretty simple as this is just basically color-coding the Z-buffer. If a particular material has a shader with Z-write disabled though, you won't be able to see it. That's the fault of the person who made that material/shader though, most things should have Z-write on

cedar thicket
prisma sedge
cedar thicket
prisma sedge
#

No, just send screenshots

cedar thicket
prisma sedge
#

Scroll down halfway

feral abyss
#

new dumb question: CATS doesnt want to work, keeps trying to access bone groups which dont exist in 4.2.3 blender. any way to resolve this or am i going to have to go to an older version of blender and possibly lose the progress ive made so far

cedar thicket
prisma sedge
# cedar thicket

ok I dont know how you managed to set it to -1 but that needs to be greater than 0

balmy barn
feral abyss
#

oh really, i musta followed a dead link-

balmy barn
somber sequoia
somber sequoia
#

ooh Blender 4.2.3

balmy barn
#

ratl had the wrong blender up, there

#

has some issues with certain pmx why i still got the old 3.6

feral abyss
#

yup, got it now! still gotta find this duplicate transformation but glad that ones sorted

austere bay
#

I've had some issues recently where my viewport display in unity isn't matching my viewport display in game, anyone know how to fix?

#

it's happened with 2 different avatars now, they both use different heads so i don't think it's any weight issues with the head

#

I'll just put the viewport in unity above the head for now but I'm hoping to sell the other avatar and I'd like to fix it properly before selling <3

prisma sedge
#

Make sure that the model is at 0 0 in blender

signal meteor
#

can anyone do me just a tiny mouth blelndshapes
i have an avi but i cant do that
its all i need
i can do a uh,... texture edit in exchange?
no rigging nothing, just make them visemes so i can use them in game :") its very quick
ill do something simple in exchange if needed. i never or ever and will not use blender and i grab from the modelsresource and some avis have weird jaws i cant fix or rerig but this one has lips so this is the only way.

#

the basic blendshapes basically

#

but i can't

austere bay
#

everythings 0, 0, 0 in blender and unity

keen pollen
#

anyone know how to fix

static cipher
keen pollen
#

hmm ok

static cipher
#

Is there a way to make my arms disappear (or just face directly down and not get moved with controllers at all) with a toggle? I'm working off of a pretty simple base model.

somber sequoia
#

Sure - you could hide the mesh somehow (separate object you toggle off, scaling blendshape, UV tile discard, etc.), or you could use animator tracking control to make them animated, then just don't animate them

signal meteor
#

so no one can do the lil help :") ug

austere bay
signal meteor
#

cuz i can't do that and i have no mo ney

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no rigging or anything required its an existing model with lips and all

spark walrus
#

what do I need to do to rank up from visitor?

somber sequoia
#

?upload

flat muskBOT
#

You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.

As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.

Source: https://docs.vrchat.com/docs/frequently-asked-questions

austere bay
#

for help there's plenty of youtube videos!

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it's really easy when you get the hang of it

arctic ginkgo
#

it won't really hurt

#

it's all free

sour sphinx
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how do i attach the outfit arm to my main armature, without having the body armature to merge? this is a zinpia fit outfit and im using panda base

sour sphinx
#

yuh

somber sequoia
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Rename vertex groups in the clothing to match the avatar's bones, then just set the armature modifier to use the avatar's armature

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create any missing bones, if you can't get them from the other base

spark walrus
somber sequoia
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yes, I know

spark walrus
#

then why do u say upload

#

?

somber sequoia
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because the message answers your question

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and me saying that triggered it

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it's a bot command

spark walrus
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** You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
** this is too vague

somber sequoia
#

Yes, it is.

elder pivot
#

how do i add my characters eyes?

spark walrus
#

i DIDNT know u can add clothes in unity

signal meteor
#

i dont open blender

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n EV ER

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open b lende

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im been making avatars (horribly) for 5 years and inever useed blender

spark walrus
#

how is this opossible>?

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u cant make a skeleton in unity

stable isle
#

heya, so i have an avatar with these long sleeves. how do I go about hiding those sleeves on the imposter, but also keeping the outfit itself? (outfit is the stuff like the front skirt & white bits around the chest & shoulders.

somber sequoia
spark walrus
#

oh

somber sequoia
spark walrus
#

I found an avi that looks normal in the demonstration

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but in game head is tilted

wide marsh
#

Yeah how do I get the clothes on I’ve watched like 10 tuts and nothing helps me

spark walrus
wide marsh
#

I’m also autistic so sometimes I need very VERY specific instructions

spark walrus
#

how does this happen>?

exotic tiger
#

outfit toggles sorry

gusty viper
#

umm quick question, what would cause an animation to work in unity but not in game? my ears move with my facetracking, and there are toggles to put the ears down. and they work perfectly in unity when using gesture manager. but when put into game te toggles dont move the ears and neither does my facetracking, any ideas?

final briar
#

someone help pls ; " )

somber sequoia
#

I like the VCC method - on the install page there's a giant blue button to add it to VCC for you.

#

I assume you have read that page.

sweet acorn
#

Hey, so what is up with buying avatars and not being allowed to use them in public instances? I tend to stick to group stuff mostly now that I've been on for a month, but I'm not quite clear on the rules.

#

Been noticing some avatars don't even let you view details, but I assume that avatar loading is client sided so ripping them can't be stopped

clear tapir
#

how do i make particles start without delay

sweet acorn
#

Yeah, lots of the for sale avis say no use in public instances

#

I assume its to prevent rips undercutting sales. Since it's not just nsfw ones

somber sequoia
#

yep, probably

stable isle
#

when i'm setting up "transforms to ignore" for imposters, and i choose an outfit's skinned mesh renderer to ignore...it doesn't ignore it ingame....

what can I do to make sure it's not shown?

winged kiln
#

does anyone know why edits made in edit mode not show in object mode

somber sequoia
#

did you do the edit on a shape key which isn't activated?

lilac musk
# sweet acorn Hey, so what is up with buying avatars and not being allowed to use them in publ...

I've never seen a TOS that said such a thing. However it could be you're simply misunderstanding what a lot of creators are saying. You aren't allowed to make a model public. In other words, cloneable. Avatars can either be uploaded as private, or public. Private means only you can use the avatar and cloning isn't an option to other players at all. Public means anyone that is able to access the avatar through either cloning or if its on an avatar pedestal, can use it. The creators do this to incentivize people to purchase the avatar for themselves and support the creators efforts.

winged kiln
lilac musk
#

Just gonna maybe save you another headache regarding shape keys. If you ever modify a shape key, make sure the very first thing you do when you are done is go back and select the basis key again. It can ruin a lot of time/work if you don't realize you've been modifying a shape key the whole time and not the basis key. Another good practice is if you have a model with shape keys, before you start working on it, check that you are on the basis key first for the same reasons.

winged kiln
lilac musk
#

lol yup, had a very same issue the first time I encountered shape keys. Leaned a lot that day/s

static cipher
#

what i DO have is an expression parameter and a way to toggle it as a boolean

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but what i DONT have is making it do anything

somber sequoia
lilac musk
#

Seriously, the more I learn about blender, the better my avatars become. It can save you so much time or headaches

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Recent project took an avatar from nearly half a million poly's to just under twenty thousand. Optimization for the ability of not being Very Poor on quest is SO satisfying.

clear tapir
#

Hey for particles is there a way to make them only fire once per gesture

winged kiln
clear tapir
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i tried turning off looping but that only makes it fire once period

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i want it to fire once then stop till i do the gesture again while keeping the previous shot

stable isle
#

my avatar isn't baking imposters properly. I want to bake a version of my avi without long sleeves, but even after uploading, deleting the old imposters, and generating new imposters, it still decides to bake with sleeves, even though there's no sleeves on the new model at all

somber sequoia
somber sequoia
normal beacon
#

I can’t seem to pinpoint what my issue is, what is wrong with my avatar and why can’t I upload it?

stable isle
clear tapir
winged kiln
clear tapir
normal beacon
clear tapir
#

can someone help me with my particle problem

normal beacon
somber sequoia
normal beacon
static cipher
#

Hey yall, how do I scale a specific part of my armature via a toggle in my VRC Expression Parameters? I have the bool set up already, it just doesn't do anything yet.

lilac musk
# static cipher Hey yall, how do I scale a specific part of my armature via a toggle in my VRC E...

The expression parameter doesn't do that. It's just a container for values used for animation conditions. You'd need to make an animation that scales the part of your armature then set it up in your animation controller with the aforementioned condition based transitions making it a toggle. Side note, you can't just scale humanoid bones as it's being controlled elsewhere in unity and thus will override yours afaik

static cipher
#

ah

#

so like- where would i even start with that

lilac musk
#

Make the animation/s that scales the things you want scaled

static cipher
#

also actually, would it be easier to do that, or swap out a texture with a toggle, or even just hide the armature? I figured any of the 3 fix my problem

noble thunder
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Does anyone know how to upload vr avatars to quest, managed to upload them to pc and mobile but not quest

somber sequoia
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what do you mean "mobile" if not quest, iOS?

timber wharf
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android. but its quest minus the very poor

somber sequoia
#

do you have to do that separately now and I missed it?

timber wharf
#

no

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android just cant even manually enable very poor

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otherwise it is quest upload

somber sequoia
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Right, that's why I was wondering what Valentina meant by uploading to "mobile but not quest"

timber wharf
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ah k read it other way around, ie quedt but not mobile

proud trout
#

anyone know how to fix this error?

somber sequoia
#

whoa that's a really old Blender. What were you trying to do?

somber sequoia
#

like file -> import -> fbx ?

proud trout
#

yes

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or through cats

somber sequoia
#

is there a reason you want a blender that old?

proud trout
#

um no i can update it but i was using cats

somber sequoia
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you can use a newer version of cats with current blender

proud trout
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oh alright

somber sequoia
#

I don't use cats, but that's what I've heard in here

proud trout
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i can only find one for the older version

wispy spear
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I cannot see the view position or physbones in unity, anyway to fix this????

somber sequoia
#

click the "gizmos" button at the upper right of the scene view, looks like a little globe

wispy spear
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Crying

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Thank you so much

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😭

#

Im so dumb bruh

unreal bobcat
#

Is anyone here like, intimatly familiar and good with physbones? I've been playing with mine for a solid several hours but cant quite get things right

somber sequoia
# static cipher bump

really depends on your model, if it's not setup for one of those methods then that one would be hard 🙂

static cipher
#

ah i see

#

there's already a whole texture swapper implemented, so should I use that?

somber sequoia
#

there is?

static cipher
#

i think so? it's the base of a model that does have texture swapping

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and if not, i know someone who's reimplemented the feature into the base itself

faint cypress
#

Hey there trying to make a large 15 ft scale titanfall style mech but unfortunately height restrictions cause problem with the camera, ive tried placing the camera where it would be when its 15ft tall and scaling it up to the correct size but that causes the camera to arc sharply in whatever direction I view, does anyone know how to get a stable view point on a large scale avatar and be willing to share?

somber sequoia
#

do you not have the armature scaled that big or something? the viewpoint is generally moved by the head bone

gentle goblet
#

If I want things to be toggleable how do I do that? I am only in blender at the moment and I think I heard somewhere that I need everything to be seperate if I want it to be able to be toggled and was wondering if that is right and if there is anything else I should know?

lilac musk
#

I ran into this issue before and was able to fix it, but I can't remember what the fix was this time. I have an animation that takes over the hands, but when I reset the hands back to tracking, it gets stuck in a claw hand shape and doesn't move anymore.

static cipher
lilac musk
gentle goblet
#

Thank you both ^-^ I will try to just not link them but it is good to know that there are other ways to go about it <3

faint cypress
somber sequoia
#

you can't move the viewpoint with animations

round pewter
#

why are my normals blue in one project but normal in another
they have the same settings and are on the same unity version
only difference i can think of is one uses vcc and the other doesnt

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here are the settings

lilac musk
#

Does it actually affect anything? Like does the shader still calculate shadows correctly? Cause if it does, then why does it matter?

somber sequoia
round pewter
round pewter
somber sequoia
#

possibly one of them has DirectX instead of OpenGL normals - Unity uses OpenGL

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can't tell from here of course.

round pewter
#

they are all open gl

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and its the same textures in both projects

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i think the vcc sdk is a different version from the package sdk which is causing the difference

somber sequoia
#

you can verify that in the package manager, but I don't recall reading about anything like normal format changes, that'd be drastic

coral mountain
#

So when I do physbone on my models it doesn't let me make them grabbable, I've clicked the button, and it doesn't work. How do I fix this-

somber sequoia
coral mountain
#

No, do I need a radius set?

somber sequoia
#

I thought so

coral mountain
#

that might be it let me test (sorry I taught myself unity)

round pewter