#avatar-help
1 messages · Page 4 of 1
But I can't change the velocity required
What does it do? Did it just max to 1?
Need help here anyone?
error says it, add missing parameters
By what you're saying, I can't adjust the velocity since it just controls smth different
What something different?
^
How is it wrong though?
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
unless if put bacl
back
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
You read it very wrong. Parameter set to 1 doesn't effect by Min Velocity.
That is how OnEnter work: it set parameter to 1 for one frame when the receiver got trigger.
Then it won't work for my purpose
Because you are setting animator state incorrectly. Do not make it return on parameter equal 0.
Use Exit time to return to off state.
You do now.
Literally just followed a tutorial and that didn't work either :/
Have to changed to use Exit Time?
Yes
and I gave it different values to experiment and nothing worked
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
With ExitTime, the on state animation must be long as the sound.
You'd have to screenshot what you set so we can verify whether you missed something.
Yeah no just listen to me, I said I gave up on the idea and just removed it
I'm not setting my contact up again
Hope you're true to your word.
Sadly now this crap is complaining
Literally as it said.
but it's not true, all animators have controllers etc with animation clips that have things in
It includes all the playable layers: which also is locomotion additive, gesture action, etc.
All I've done is remove my slap contacts
nothing else
I can't bring them back anyway cause I saved and restarted unity
The only things that will be empty are the hand facial expressions but I've never had issues with some set to empty clip
and the empty clip is an actual clip named empty clip with smth in it that does basically nothing
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.
no
Thanks for responding, is there a rule against that or something?
I think it’s against VRChat ToS to upload an avatar for someone else to skirt the rank requirement.
rip
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.
@noble estuary you can get new user rank within 10-20 hours of gameplay, it's really not that much a requirement
blendshape normals
just add a lot of friends, make a vrchat account, then you can boost it up
in unity you can tell it to recalculate them with a checkbox
mine are already set to calculate
...but setting the normal normals (as in, not the blendshape normals) to calculate did work!
using legacy belndshape normals worked too, and actually worked the best - the model i modified for this avatar used legacy blendshape normals
CAN i Talk in priovate with someone that knows a lot about vrchat?
Can someone help me with something
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?😭
whats the latest unity version thats compatiple
thank you
This question makes no sense
jsut made an avatar today aftera few months of not doing so and said the version wasnt the latest lol
so thanks
basically what im asking is if i color the model in blender in layout and not in sculpting & modeling will it still come out
"not recommended" isn't the same as latest.
Come out?!
like show/appear
my bad for that slip up but if you mean the latest version of unity then yeah i know thats why i asked which was the latest that was compatible
if that makes sense
thansk tho
👍
As long as you save the texture, yes.
my avatars feet are clipping thorugh the ground a bit even though they are on z level 0 in blender
avatars current size is 19mb needs to be 10. Whats the best thing to do?
texture size is probably one of the biggest factors for download size, maybe downres where it seems fit
thats just making this lower right?
is there a way to duplicate a unity project but have it upload as a different avatar when using the sdk
because iirc when you duplicate a project itll jsut update the avatar the project was originally made for
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
@spark walrus
Are you refering to overwriting upoaded avatars on accident? you can remove the current blueprint id on the base of the avatar to create a new upload
kks
tys
yeah i was and nice thank you
does anyone know what this blendshape aliasing is called? where some aren't far enough and stay in the normal position
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
btw you can get the ID back in the content manager tab next to the builder tab if you need and paste it back in
thanks again :D
I'd like to help if I can understand but I'm not quite sure what you mean by blendshape aliasing 
Or where to look...
the mouth is jagged because unity doesn't move blendshape vertices if they aren't changed enough
the mouth keyform looks like this in blender
oh are you only enabling it partially? you dont have any other blendshapes effecting the same mesh at the same time, right?
no, it's at full
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
is that the only blendshapre you currently have active in unity on that mesh?
no, but my other blendshapes aren't affecting it.
Is anyone able to help me get these settings on to the edited avatar in unity?
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?
Either there is a chance you have cross contamination of those verts with another blendshape pulling them back, or your mesh is having an issue when converting to quads in unity. Maybe try "keep quads"
https://www.reddit.com/r/Unity3D/comments/14ahhi1/blendshapes_mismatch_between_blender_and_unity/
from my expereince, the avatar distance culling doesnt trigger "on awake", but hiding and showing an avatar will trigger it
hi again just wondering where i can find the blueprint id to change it?
That seems like the entire avatar 3 setup lol, do you need the vrc docs? tey are pretty well written for all of it
yes please, this is my first project ever haha
Under the avatar descriptor component
ooh okay thank you
Run through the best you can and if you have issues with specifics, that'll be a lot easier to get help with here
https://creators.vrchat.com/avatars/creating-your-first-avatar/
Lmk
i made every texture significantly smaller and all low quality, it dropped nearly none
in size
if youre taking about the undershirt coming through, it looks like the weight painting isn't completely right. it might be a better question in https://discord.com/channels/189511567539306508/390924372782612480
If you really want to sinch down on VRAM/Mesh/Combined size, maybe try a tool like Thry's Evaluator and VRAM Calc tool. It will give you a much better look at your avatar and quickly be able to change it where you need it most
https://github.com/Thryrallo/VRC-Avatar-Performance-Tools
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
For starting, especially with knowing what you want to look for, take a look at the VRC Docs if you havent already. Imo they are very well written with plenty of examples. after that, going to youtube for tips and tricks will help you get a better idea on how to expand
https://creators.vrchat.com/avatars/creating-your-first-avatar/
there are a lot of big and flashy things out there, but start somewhere reasonable
YOu can also ask friends for stuff to see how it should look
oh bet i forgot that existed lol, tysm
thank you i will check that out but why is your name nothing?
Its pretty nice lol
its a blank character as my server name before discord made it not allowed lmao
My username is Pkl
yeah i asked because i got pretty confusing when at the bottom it said nothing was typing
XD I never thought about it
lol
okay so its saying the meshes are taking up the space, how can i reduce that?
My best though is vertex count and number of individual meshes(if not already a single mesh), blendshapes, number of UV maps, etc.
That sort of stuff goes beyond just VRC so you might be able to dig into a forum for a real sw engineer dev on the topic
Just asking again to see if anyone knows an easier way than this to mimic a 12/24 FPS update rate on an avatar
alright thank you
I havent cracked at it myself but there are 2 main ways you could do it.
-One is animating your armature to snap to your current pos at the interval you want, which would take a second armature and constraints.
-The second (and cheaper) option is a shader that updates the pixels at the desired rate, which I've used/seen.
There might be another, but I cant name it
you can try this
wheres that at?
find your mesh file and it is the "model" tab in the inspector
Yeah I know of the first method, a huge PITA to set up. IIRC that’s the only way quest users can see that effect. What shader has the ability to do that then?
this is what i see
Times I've had a shader for it was custom made so I cant name one right away... if you have a simple shader, it might be a simple edit to change the update rate. I don't know the exact code to throw in right away though, but it is something that extends beyond vrc so you'll be able to find a game dev askign in a forum
that looks like you selected a mesh within the file you wanna click
oh okay my bad thank you
oh it was set to rig
i set it to model and turned compression off
should i try and see if that did anything
did you have mesh compression on before?
default is none, raw import with basic unity import compression, you can try bumping it up and see how much itll shave
you will see a visual difference if you put it to high
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
its like when u look in the mirror vs when you try to take a selfie lol
Turn on read write on the fbx
?
you are running unity is isometric view, which makes everything viewed as the same distance from the camera. Although, we view everything in perspective where things to the sizes and further away get smaller, aka, the face is close/centered and the hair is off to the sides and further away.
For an accurate scale representation, keep your scene view as perspective instead of isometric
got it down 3mb lol, now its 16mb
yeah it looks the same in blender in perspective but i have fov at 100
yeah iso removes the concept of FOV entirely and uses a viewable box instead lol
like blender looks the same as unity even in perspective ill show in a bit i just left my computer
i thought iso was like a flat straight on view
looks like youre on your way, 10mb is quite the demand so if mesh compression does not do it, you might have to chop away at the model itself and recompress the cut down ver
oh im thinking ortho
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
So Klonoa's ears do flap when he flies but it doesn't seem to loop correctly
it DOES loop, but there's like half a second or so between each loop
oh yeah you get it then lol
I see why you chose iso
some habits die hard 😔
hardsurface vs organic modeling be like
guess ill have to try and rearrange it in persp, thank you!
bad and naughty avatars go in the hydraulic press. get flat! get flat!!
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.
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
i’m not sure how to fix this issue and i’ve tried what i could think of
You could unassign the toe though, its optional anyway
Unity's config does not support individual toes as-is. the toeL or toeR setup is meant to bend them all at once, like it you were on your toes reaching up for something high or you back foot when stepping forward.
The middle(or any) toe stretching chould be a position mismatch with the mesh its controlling
Better yet, any green circle in the config that is not a solid circle is not required
I have exit times disabled on all of the flight anims
ohhh, that won’t affect the foot tracking to unassigned the toe?
wait, no I didn't O_o
if you have this on your transition, it will not do it. you can either have an exit of 0.01 or have a dummy parameter that will act as a reason to transition
I thought I disabled it, but I actually forgot to XD
the foot tracking is the ankle ( where the foot bone starts)
the toes will still bend if you have toeL/R setup when running, reaching up, etc. but is not needed
thank you so much for the help and the responses and the explanation @foggy cedar @junior void
it’s very appreciated
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.
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
and this is what the console says
Hi Frii 
Since it says something is null in "expression" it makes me thing that something is not set right in your menu asset
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)
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
ok do i need one more avatar to change to?
you could change shape with blenshapes, animate color changes in the material or swap the material entirely, and additional things stuck to the surface could be actual gems pieces scaled down and set as a child (which would not be optimized) or have these pieces as part of the nail mesh that you can scale to 0 and hide with a blendshape when you dont want it seen
I'm assuming youre asking about toggling fbt on a single avatar
If you want it to affect any avatar, toggle in the menu, individual avatars can be animated
can you look in dm after helping royale
Ooh, so blend shapes are my friend here, okay! Oh, and animating colour changes (which I assume works better than full material swaps as I want a sort of colour wheel effect)
hm, i've been thinking that might be the case too but even when i try to setup a fresh expression menu, nothing changes sadly
so i do need one more avatar if i want somthing that does not have a mouth to open it
might be a dumb question but you have a parameter asset and the menu is not trying to access parameters that dont exist, right?
I've had this issue before too so I'm trying to jog my memory lol
Yeah! you can even have a big texture of different styles in a grid and animate the material to have the UV use a different area of the texture. that way you can do more than just color, which you can do with animating a hue slider, if you shader has one
nope all parameters are working as intended, there are no useless parameters or missing ones
I’d be using poiyomi so yeah I’ve got hue slider, but I didn’t realise I could have a grid of textures to cycle through! So much to research and I haven’t even got a base yet… thanks so much for the help!
I'll try to mess around and see if I can replicate it, I forgor what it was
if you want i can send you the full logs, i've always been bad at finding the issues through logs =.=
more on haveing a single texture, change the tileing to scale it up, then change the offset to have a different area of the texture shown on the mesh.
If you want to get in a similar but more useful feature, check out UV Tile Discard in Poi's shader!
...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...
-Throws computer out the window-
The component was completely fine.
The avatar's Write Defaults are all messed up.
can someone help me out on something?
i have a problem with an avi that i uploaded but its missing so many things does anyone know why?
The more you learn is the more you can do for others and maybe get paid for it. You have great energy!
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
It takes practice and not being embarrassed to get accurate feedback on specifics. Humans have a good eye fro telling what is off about other human-like things so its a tough one to jump into without practice. use character sheets as a reference behind your model and get a hang of the proportions of what style youre shooting for
Hey what shows at the bottom when you click the error about a null reference exception?
if you wanna send logs, feel frii to lol
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.
stuck on often means some other animation or another menu item is setting that parameter
None of the animations are setting any other toggle. I simply can't turn them off. And then the toggles themselves are backwards. As in, in the parameters the default is set to not be one, and in the menu's, they will be set on. But animations are untouched. Just backwards with the menu.
Klonoa's ears won't stop flapping when I enable GGL flight:
New State is transitioned to if FBT is on
I cannot think of a reason why something would be backwards from what the menus is unless your animator logic is also doing things backwards.
But usually stuff stuck like that is a matter of trying to change the same parameters in multiple places
I found the issue. I had to turn the value on on everything in the menu to make things work. Once I did that, they all returned to normal. Did the radial menu stuff change recently or?
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?
Conditions for Idle > Flutter are: VRCEmote >119 or <125.
Conditions for Flutter> Idle are VRCEmote <120 or >124
"turn the value on"? Yes, the menu stuff got updated recently, a 3.6 beta I think
Hey guys
Alrighty. Thank you.
Does anyone know how to make a quest avatar fly?
an easy answer is: use gogo loco
Shouldn't this work for Klonoa's ear flapping animation when he's flying? Controller for reference
PC is easier
quest involves stations I think
and you need to have a mirror active for it to work, so on worlds with no mirror you can't fly
quest flight is stupid
huh I don't think I've heard that before, but I don't do much Quest work
Okay I will use gogo loco then.
At least that's how GGL does it in the version I use
What is GGL?
GoGoLoco
don't worry, I commit brainfarts too lmao
It is soo easy to make avatars for pc
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
dunno if personal mirror works
Weird, anyways I'll just put GGL there and call it a day
small question can you upload an avatar without any shoulder bones?
Yes, though it won't be humanoid and so you'd have to create all of the base locomotion system yourself
you probably don't want this
Easier just to not add any weight paint to the shoulders
and also make the shoulder bones near zero length
I figured it out. My animations had an extra frame...
tried to upload my avatar, this happened
rSo I fixed his ears animation but he also clips downwards when I move while flying
lemme get a video of what I mean
please show first three errors in the console tab
the issue already fixed itself, I jsut had to restart unity
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.
If anyone wants to help me figure out how to build an avatar completely from scratch please dm me
I also can't get the mouth visemes working when GGL is installed
I figured it out, my modified GGL base (locomotion) animaiton controller is interfering with the visemes somehow
The newest gogo had a lot change and it caused some issues updating avatars that already had gogo on them. I can't remember exactly what it is that causes it, but might want to fully remove all references including the animation controllers in the action layers and start over.
Why does this "spike" keep appearing when crouching or crawling ONLY, i remade the entire weightpaint but that didnt fix it...
I had a couple avatars that modified the afk sections of the gogo loco animation controllers but those changed dramatically so I had to redo them in the newer version. A bit of a pain, but that new dash feature is very worth it IMO
When I weightpaint, I fully move the avatar multiple feet away in pose mode just to make sure I don't get those pesky single verts that didn't like to do what I told them to.
Yeahh but see the thing is i stole this hair from my other avatar which works completely fine, nothing like this
the weightpaint and everything is perfect, but on this one... jesus.
Maybe a weird armature mismatch issue then?
And its only the pony tail asw
idk i dont think so, ive triple checked blender but cant find anything
atp im ready to just remake the entire thing if i dont find it soon
Have you found the exact vert in question and tried just deleting it and replacing?
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
That is very strange. Unity moment
So id have to try and triangulate the vert and then just guess and remove it
and then hope that it fixed it bc if it doesnt well... i would try 15x more from blender to unity to vrc
it doesnt look like a collider issue either
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??/
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
like im looking at it and the rig looks correct
i am confused as i am not the one who rigged this model
and im not sure how to weight paint
thats kinda what ive tried, might try one last time... otherwise im ditching this for now
ive been up for 5h straight hopping back and forth from blender to unity to vrc
oh im so sorry you meant to klemi my bad sorry
oh wow thats rough
Your shoulders are connected to bone, while it actually must be connects to your Spine2. You have to fix the model in blender.
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
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
behold my disasterous naming conventions please dont roast me
I talk like that tho.. ):
Oh my god those bone names 😭 Alright ill try that
lol
ANYWAY can someone help me texture this LITTLE SHIT the only software I have is paint 3D and that's pathetic
(I have a full model)
(Non rigged)
looks like your uv maps might be a little messed up perhaps?
That's just Paint 3D
It does that
oh gotcha
lol i like it
I just need someone to go over the lines
Anyone know why my gestures are sort of flipped?
I made this to scare small children while looking goofy\
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
i made mine straight in blender sorry no fancy software
i wouldnt know how to. and i did stop the error but it broke the arms. so while i could publish him the arms now do not work
you cant change the armature AT ALL in unity
Do not unpack the model. That's going to cause more problem.
ohh i see
You have to fix in blender.
im not sure how to change to order in blender :c its so different
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?
would it be setting it to spine 2 (which is the upper chest?)
Yes.
you can see here that Open Closed is properly mirroed
but the In Out isn't
They are flip flopped
im not exactly sure why
I'll just wait here until someone'll say they can do it.
Really sorry for the bother, though.
ouch ummm is it possible to add these phys bones that were on my old model to the new one x_x
does that avatar share the exact same bone layout to your new one?
yes
although just different parent from the shoulders to upper chest to get it to work
God help this poor low poly DUMBASS's textures
0 thoughts behind that expression
It's just fog up there
Aren't you using low resolution texture though?
I painted that in paint 3D because that's the only software i have
It's shitty.
Can it change texture resolution?
No.
I tried, but i have to make the brrush itself bigger.
I can't paint with a bigger brush, so that's how it turned out.
Larger resolution would have to use larger blush so that should be normal.
I got the model itself off of sketchfab.
It was free.
All i need is someone else to get the model off me and fill in the gaps.
You might have to check how much face uvmap occupying the texture space. If it take less space then that would also make the face lower resolution.
You should learn too.
Eventually, sure.
Though, the problem I have now is a few pixels. I am NOT going to learn something over a few pixels.
also i'm big dumb dumb stupid
So the help you are looking for is to have someone to do it for you?
Unfortunately so. I HATE that too.
I have lost sleep over this.
You hate to have someone else do it for you, and you don't want to learn to fixed the problem.
Well, it's more of me hating to be a bother.
Learn to solve it then?
It's not a problem with the model itselb, it's a problem with the software I use.
I can't use paint 3D because it SUCKS ASS.
I tried using blender, but blender won't work for me.
and I don't want to buy anything else, therefore I'm stuck.
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)
so keep it in one spot in relation to the world?
ya
basically just lock it to one area
but its apart of the avatar so im a little confused on how to do it
i'll take a look
yeah i think thats what im looking for
any way to add an option to make it sizeable?
OKAY
So i tried to edit the texture itself
and I noticed one of the teeth seemed a bit suspicious..
I told you it wasn't the model
Yippie
toggle in the gesture layer
Is there any world I can join with like a grunge look? Piercing or skater look? If that makes sense?
If that wasn't about avatar creation then try asking in #vrchat-general-1
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
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
the edges of the torso and skirt are both red in the weightmap if that helps
If by fuse you mean join, you also need to merge the verts
press cntrl M and merge by distance
you may need to edit the topology so that the verts on the edges between the chest and skirt allign
they are right on top of each other but thank you very much <3
do you want to keep it as 2 separate objects? because it would be possible, but it would require a bit of work
that's not really that important no
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? 
@sly lodge also just saying cntrl M doesn't work...
like they are still seperate and not connected
did you merge by distance on the doubles?
enter edit mode, select everything, or just the part you want to be affected, hit M and select by distance
you also need to have both meshes combined already
to have only 1 mesh, not 2
if you have 2 objects, select both of them then hit Ctrl + J to combine them together
yeah that's what i was looking for i will try that right now
@sly lodge that worked perfectly thank you very much!
anyone that knows toggles in unity can you help me do i need to add something to get this setting
Are you just trying to add an animator?
yes
https://youtu.be/9wQnmhpojsc?si=aRT9ePZYEvTZ8PiC this video 0:44
As long as you didnt unpack the model you can set the rig type to humanoid it should add that component automatically.
wdym
i made the bones (not well but working
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
this is what mine looks like (with something in its head
I assume this happens when you hit record in the animator
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?
did not get to that point yet i made the 2 things
just moving the bone down to make it show lmao
I assume you weighted the hair to the head bone. But likely, there may be another bone group having influence here. Did you check that?
Did you check the armature modifier?
Doing certain things can leave a broken reference armature modifier
@junior void also where is the animaion tab cant find it in my thing
You can find it somewhere under "Window" in the top
ok ill look
I believe "window" -> "animation" (?)
ill try ill ask if i cant
found it
ok thanks ill prob have more questions 🤣😭
yeah it's connected to the armature with the modifier. when i check "preserve volume" it pulls out these little spikes when moving
Last i checked, preserve volume does not carry over into unity so if you are making this for vrchat, well...
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
what is non assets folder @junior void (after helping slothy
Youre doing right to weight the hair to the head, its just the setting preserve volume that is the "problem"
okay but what could i do about the shrinking then?
You must save animations per project in each project's files. Every project has an "assets" folder, which is your root folder. You cannot save animations in random locations in your pc.
Again, check that there is only one armature modifier, even if the other is empty, you must only have one.
Check other bones for influence on the hair even if you didnt paint there. Shit happens and you wouldnt be the first to suffer blenders intelligence
so put it where (i did not make the animation yet
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
but where do i find this project's "assets" folder"
yeah i did both of those things already. only one mod, the hair turns pink when i click on any other bone.
I wouldnt know what to look up to find out more about this becuase i don't really know the terminology fully
Wherever you created the project when you first made a new unity thing
ahh ok thanks ill look
Really hard to give advice without beeing able to dig into this myself x.x
These two options are the only ones coming to mind while having my morning coffee rn
yeah i understand lol
I even tried to just connect the hair to the head because the head moves fine and doesnt deform at all but even if i do that the hair shrinks but the head doesn't still. I am losing my mind 😭 sorry
lol yeah i was just hoping to get some sort of lead so i know what to look up online
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
is there a way i can find it in unity (in the project
i would do that if you would like to help of course. how would you want me to share it
Send me a friend request over discord (i have dms from here disabled bc scammers lol) and send it over discord if its not too big
ima get a second coffee and have a look right after
i sent a request
i sould do that too 7 commision requests lmao
u know what coffee sounds great rn lol
or this whole pie im eating lmao
youre winning bro
lmao
In your file browser in unity, right click in an empty area, then select "open in browser (could be called different, maybe its not browser)"
sorry for late response, fixed up slothy first and overlooked ur msg
nahh im the one asking for help
ill look one min
cant find it
exit out of that popup
next to your animator, you have a tab called "project"
where all your files are, do that there
can you send a pic of what it looks like?
thanks it worked
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
I'd personally try a battery of updating everything
im trying reimport everything and see if that works
anyone know a way to fix sometjhing like this,?
(the vertices being fuuuuuuuuuuuuuucked up )
oh god, what did you do o.O
it came liket hat i promise 😭
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
Do you know how to retopologize?
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
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
oh thank you so much !! <3 i appriciate your help !!
No problem! Do come back here if you're having trouble with this ^_^
ofc !!
the remesher i fouidn has a trial version so i am saved <3
its so beautiful...
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"
i figured out "quad count" does not mean tris . i am silly . but thius def is a lot lot better, just needs alil fitting
That looks so much better ^_^
<3 !!
What you did to make it invisible?
followed this video https://youtu.be/9wQnmhpojsc?si=Bv3vXwVvcQEyZ6op
i think i did it all right
If it's alright then it should work. Otherwise, you missed something.
ok ill go though the video again jw can these kind of videos be outdated?
It still works in the same principle.
ok any misstakes that people make a lot that you know of?
Can't really tell.
Missing one thing then nothing work.
ok ill watch the video again hope it works
these two are the same right? @ornate stump
Yes. And be aware of case-sensitivity.
.. that might be what is wrong ill try
(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
check your animator is set to Avatar Descriptor(or if you are using non-destructive tool, check your animator is merged)
wdym
check Playable Layers. you need to set this.
i have the fx not the gesture
try use VRCFury or Modular Avatar. they have the component for merge animator.
i think i have vrcfury
ok then.
if you want to toggle objects, use Toggle component.
if you want to merge animators, use Full Controller component.
can i screen share in discord call (no need for mic
(bc idk how
the eyes on my avatar don't move anymore
... anymore after doing what?
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
i don't know, i noticed yesterday
it migth've been like that for a while
The easiest would by deleting one whole side, then use Solidify command to create new solid surface.
(how) is it possible to change the scale of the amature in an animation ?
It isn't possible.
Or you use a reference object (a square), line it up with where you want the edge to be and use snapping option
alright
You might want to describe what you want to do, just in case we can figure out alternative solution.
@queen nimbus you can use scale constraints but itd break almost everything
now that sounds easy enough! was hoping there would just be a balance option and theyd all suddenly line up with the central vertices, but this could work! tyyy
I wanted the hand of my avi to make a fist, but since that's too much trouble for me, I wanted to make the hands disappear with a certain outfit
ye dissapearing kinda doable
try scale constraint
i use it for magic hat
people think its certain system🤣
Can the scale constraint affect humanoid bones?
ofc just breaks tracking
but for hand alone should be perfectly fine, like whole arm is harder
bru it kills your dp$ massage xD
So next solution is to use cutout shader to hide the hand.
ye i even added spaces, it evolves
i have no mask. and my skills to low to make one
Mask is just black and white image it doesn't take much to create one.
and you can't see them anyway, they just shouldn't clip out. The fist would be the most “realistic” solution if you look under your clothes
i dont know where i have it to make black und white
Just do it in any painting app.
i have zero experience witch 2d textures xD
You could take a look on color texture and paint black over the hand part.
Not a good excuse to not learn a new procedure.
true
alright i try it xD
this is not working as planned, every snap option bends it in a way i dont want, im going insane...
and is it possitble an asset (clothing / part of a clothing to scale with an asset ?)
Show us whats happening so we can follow what you did
does someone know i tool to make a statemaschine for some animations. like Expressions or dances ?
Animator Controller isn't for you? creator in vrc always use this to control animations.
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
have u a link for that ?
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
problem is, the edge is higher than the vertices to be moved, that gonna pose an issue?
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
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
Animator Controller is feature of Unity.
See https://docs.unity3d.com/2022.3/Documentation/Manual/class-AnimatorController.html and tutorials on internet
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?
do you still need help with this? kinda late but i think i know how to fix it
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
You can't put posing animation in FX.
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?
Oh. Ups. Is it possible to combinate it other ways ?
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
you just do the posing in gesture or action (which ever appropriate), using the same conditions, it'll happen at the same time.
For full body pose, you'd have to put it in action. But this is the first time I see someone want to add strike pose when changing an outfit.
getting these errors when I import the sdk files from vcc to this project, no clue why
Instead of removing the hands with a cutout, it would be more “realistic” to form a fist in the outfit.
didnt know you could do that, thank you! also makes nails with flat tops leaking into curved edges possible! now to figure out how to add a nail length blend key because i cant get it to move in line with the rest of the nail no matter what
Realistic or not doesn't matter since the hand wouldn't be visible outside anyway.
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 🥊
It should be preferred to hide everything that shouldn't be visible from outside.
Let's call it part of my immersion
It would be the same as having internal organs inside of body, wouldn't it?
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
Use the faces of the front of the nail, not vertices, and move them along their normals for length
So you can interact with them 💀
If you like it that way then sure.
so I have a few organs
why when mirrored in pose mode I rotate the knee the other knee rotates forwards instead of backwards
A breathing movement and breathing steam is also planned
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
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...
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).
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)
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
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
Single material with transparency won't work.
Okay, then can you tell me what will work?
Opaque material, or cutout.
.....Clearly that's not working though. See the third screenshot.
Of course what I meant is you can't achieve transparency avatar with just a single material.
Alright. Then please help me figure out how to get this to work, because I'm an idiot who can't figure it out.
I'm saying it doesn't work and no way it would work.
I understand I need a second material
So how do I apply that without overriding the existing one?
Even transparent materials render on top of each other is going to have some issue.
From everything I've found from searching, the alpha channel should automatically apply transparency
But it's inverted here
anybody know how do material swaps using toggle assitant
It's usually fine when dealing with a single rendering, but when you have multiple transparent materials on top of each other, that's going to be an issue.
That's fine. I just want the correct part of the texture to be transparent.
Right now the alpha is inverted for some reason
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.
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.
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
We know your texture has alpha and it's fine. But the issue is on how the unity dealing with transparency rendering.
You can search on "unity transparent material overlapping" and see lot of people having the same issue.
I don't mind if the materials overlap and do odd graphical things
That's the issue you was asking about.
No, it isn't. I must not have worded it correctly
Yes. It isn't about "inverted material". It's "overlapped" material.
No wonder we were getting frustrated, we were having two different conversations
A part that's behind but get rendered on front, that's the overlap.
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
cutout have a slider too low it doesnt do much
Try changing Smoothness to use Metallic Alpha instead.
makes the whole thing transparent. Switching to cutout just completely culls the alpha instead of preserving transparency
yup thats what it does, cant do gradients of transparency on cutout
Cutout can be only either opaque or nothing
hmm
So how would I go about applying a gradient? If I have to use multiple materials then I will
poi have transclipping wich could help that, it would still behave wierd
Probably poiyomi shader with cutout and dithering alpha.
I'll have to Google that then
I do have to wonder how unity typically handles things that are meant to have semi-transparency.
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
Make another transition with exit condition.
alright ill try that
thank you lol I was just being stupid tbh I forgot to turn off loop animation
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
A picture can make this so much easier
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?
If you want to commission a personal avatar, your best bet to avoid getting scammed and get high quality work is to join the VRC Traders discord server. Make sure you follow their procedures to ensure you are commissioning a legitimate artist.
I'll have to join their discord then ty
Be careful if you get random friend requests from people you've never interacted with who share this server. Scammers are rampant and target anyone who even implies they're looking for avatar commissions.
Just a heads-up since yours is the type of post they latch onto.
🤔 i’m thinking making a few avatars myself, but I don’t know where to start
Dont have a camera on your avatar
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??
Can I use one animation to toggle multiple textures?
Depends
trying to upload an avi i bought and every time i detach the blueprint id it attaches itself again
It generates an id when you upload
if ur trying to upload the quest version and it keeps attaching, a new blueprint id, u just copy and paste ur pc blueprint, then put it into ur quest version id
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.
hello i need help fail why avatar
We would need more info than that, what error did you get in your console?
can you explain
it only appears when i click upload then clears it again and says there ws an error
Literally what I said
Dont have a camera on your avatar
And then your console says what exactly?
The camera is replacing your pov
diven
the phone i use might be
using too much space
i try to put it on full gesture avatar
🤷♂️
is there any better way people do sword collisions than collider particle thing
for world collision? the only way to do world collision is physics objects or particle collison
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
anyone with blender knowledge, help me on this please :D?
no just with world, what is physics objects and is there any good videos probably for getting into it
actually i'm looking into it more and i think particles may be the only way to do this, although i'm not sure why you'd want to find another method?
its not that consistent, the collider clips through sometimes or gets dragged along the wall to where the blade isnt anymore
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)
go off anywhere? wdym?
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
have you tried using vrlab's world collision prefab? it uses particles to detect but just might be easier than setting it up yourself
i know how to use particles im just confused why this is moving away when hitting a wall
you can just respawn the particle
because it's hitting the wall..
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
yeah but I wish itd somewhat look okay sometimes it can look really messed up
just respawn the particle on collision
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
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??
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
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. :/
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
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?
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 :(
security check going to nuke that av for android its WAY tooo much
nvm! had to delete and readd vrcfury
do you have the avatar descriptor?
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"
...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
no, the avatar descriptor is what "describes" the avatar to vrchat. You put this directly on the avatar, and it tells it things like your eye position, how the eyes should move, what playable layers and menus to use, etc
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?
oh, yeah, that needs to be fixed and fast huh
hold on, i may have more pressing issues-
okay, so then you need to select your FBX, then go to the rig tab and check if it's set to "humaniod". If it is, then check for any error messages
that's easy fix, select your FBX, in the inspector go to the "model" tab and make sure that "read/write" is enabled
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
i was gonna say, i knew i was bad at doing this but jesus i didnt realise i was THAT bad
okay, changed it to humanoid, applied, deleted old one and reimported the fbx, control panel says i didnt though and only errors are about 4 polygons being discarded
if i cant import it now, god forbid the day comes when this things fully made because thats going to be a trainwreck...
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
oh, never mind apparently theres a duplicate transform that i need to somehow deal with, apparently a 'lefteye' transformation in both the eye and the jaw...
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
the problem is the avatar don t loading i need to go manual to show
Show your avatar culling settings
pls you show me on vc
No, just send screenshots
Scroll down halfway
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
try a newer cats version https://github.com/teamneoneko/Cats-Blender-Plugin-Unofficial-
im on the newest, 0.19.0
ok I dont know how you managed to set it to -1 but that needs to be greater than 0
no thats ancient
oh really, i musta followed a dead link-
This is totally possible, but note that you'll need a light on your avatar if the world doesn't have a directional light active, and that makes you Poor.
tyy so muchh
ooh Blender 4.2.3
had the wrong blender up, there
has some issues with certain pmx why i still got the old 3.6
yup, got it now! still gotta find this duplicate transformation but glad that ones sorted
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
Make sure that the model is at 0 0 in blender
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
already have :(
everythings 0, 0, 0 in blender and unity
anyone know how to fix
Not an expert, but it looks like it's having trouble adding something that isn't supposed to be added to an avatar
hmm ok
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.
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
so no one can do the lil help :") ug
not sure this is the channel if you're looking for commissions
not comissions just a little help or a trade
cuz i can't do that and i have no mo ney
no rigging or anything required its an existing model with lips and all
what do I need to do to rank up from visitor?
?upload
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
that's kinda like asking for a commission 
for help there's plenty of youtube videos!
it's really easy when you get the hang of it
i really think if you want to make avis it's a good idea to try and learn a little bit of blender
it won't really hurt
it's all free
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
in Blender?
yuh
Rename vertex groups in the clothing to match the avatar's bones, then just set the armature modifier to use the avatar's armature
create any missing bones, if you can't get them from the other base
u cant upload as visitor
yes, I know
because the message answers your question
and me saying that triggered it
it's a bot command
** 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
Yes, it is.
how do i add my characters eyes?
i DIDNT know u can add clothes in unity
i dont open blender
n EV ER
open b lende
im been making avatars (horribly) for 5 years and inever useed blender
i made a lot of avis :")
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.
if you get a clothing model that's already rigged, you can do some armature combining in Unity
oh
^ ?
did you have a specific question?
Yeah how do I get the clothes on I’ve watched like 10 tuts and nothing helps me
I’m also autistic so sometimes I need very VERY specific instructions
how does this happen>?
outfit toggles sorry
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?
someone help pls ; " )
with what specifically, the pink?
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.
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
huh, never heard of that
how do i make particles start without delay
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
yep, probably
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?
does anyone know why edits made in edit mode not show in object mode
did you do the edit on a shape key which isn't activated?
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.
ima be so real i have no idea and dont have the knowledge to check
thank you
update i love you
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.
Oooooh
been working on swiching out the hands on this thing for 2 days losing my mind why they wouldnt change
lol yup, had a very same issue the first time I encountered shape keys. Leaned a lot that day/s
question: what does this mean (i may be stupid)
what i DO have is an expression parameter and a way to toggle it as a boolean
but what i DONT have is making it do anything
well thanks 🙂 I do strongly recommend basic tutorials, things like this are pretty important
Seriously, the more I learn about blender, the better my avatars become. It can save you so much time or headaches
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.
Hey for particles is there a way to make them only fire once per gesture
yeah i try to avoid blender at all cost
i tried turning off looping but that only makes it fire once period
i want it to fire once then stop till i do the gesture again while keeping the previous shot
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
dunno why, it's how to make stuff 🙂
you really don't need to post in multiple channels
I can’t seem to pinpoint what my issue is, what is wrong with my avatar and why can’t I upload it?
fair, but i haven't gotten a response to my questions for over an hour...#avatar-help message
either broken scripts or unity being broken
it likes hurting me
and?
so reload sdk and if that doesnt work look for the scripts
Alr thanks
can someone help me with my particle problem
^
They posted here because nobody responded to their original post
Yep, I get that.
Then why did you say “And”?
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.
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
Make the animation/s that scales the things you want scaled
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
Does anyone know how to upload vr avatars to quest, managed to upload them to pc and mobile but not quest
what do you mean "mobile" if not quest, iOS?
android. but its quest minus the very poor
do you have to do that separately now and I missed it?
Right, that's why I was wondering what Valentina meant by uploading to "mobile but not quest"
ah k read it other way around, ie quedt but not mobile
anyone know how to fix this error?
whoa that's a really old Blender. What were you trying to do?
import my model
like file -> import -> fbx ?
is there a reason you want a blender that old?
um no i can update it but i was using cats
you can use a newer version of cats with current blender
oh alright
4.2?
I don't use cats, but that's what I've heard in here
i can only find one for the older version
I cannot see the view position or physbones in unity, anyway to fix this????
click the "gizmos" button at the upper right of the scene view, looks like a little globe
bump
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
really depends on your model, if it's not setup for one of those methods then that one would be hard 🙂
ah i see
there's already a whole texture swapper implemented, so should I use that?
there is?
i think so? it's the base of a model that does have texture swapping
and if not, i know someone who's reimplemented the feature into the base itself
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?
do you not have the armature scaled that big or something? the viewpoint is generally moved by the head bone
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?
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.
Yeah, from what I've heard it's easier to have toggleables be separate from the main model.
That is the most common way of doing it, however it's not the only way. You can use blendshapes, bones, and uv tile discard. Some are more complex than others, but they all can be done with having only 1 mesh
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
I did try to use an animation to scale up the size of the armature to bring it to the level of the camera so it looks right, i have a feeling it is still treating it like the avatar is not scaled up so when the head rotates even if the avatar is the correct size after the animation the playe viewpoint is turning like im still a 7ft tall avatar with the viewpoint floating 8 feet about
you can't move the viewpoint with animations
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
here are the settings
Does it actually affect anything? Like does the shader still calculate shadows correctly? Cause if it does, then why does it matter?
set "texture type" to "normal map"
the normals appear all cracked like this
set it to normal still blue in one project and purple in the other
possibly one of them has DirectX instead of OpenGL normals - Unity uses OpenGL
can't tell from here of course.
they are all open gl
and its the same textures in both projects
i think the vcc sdk is a different version from the package sdk which is causing the difference
you can verify that in the package manager, but I don't recall reading about anything like normal format changes, that'd be drastic
yeah ima do that now
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-
Do you also have a radius set?
No, do I need a radius set?
I thought so
that might be it let me test (sorry I taught myself unity)
okay so vcc and the non vcc project both have sdk ver 3.7.1 same texture settings but for some reason the ones in the non vcc project are blue lol
so im moving project to fix it lol