#avatar-help
1 messages Β· Page 5 of 1
blue?
if you have interactions turned off in vrc it makes physbones ungrabbable
I have them activated
basically when you use physbone overlay activated they appear grey or blue on whether they are grabbable
oh in the game
yep
I test this stuff in play mode
Alot of the times when I watched someone else physbone, the radius turns blue when you can grab them
Ima keep messing with it-
anyone know how to fix this?
use the same type of parameter
ik jack squat bout unity
how do you do that?
create a new material and change the shader to the specific poiyomi version shown in the screenshot maybe? unless that is your material you've got in unity
the thing that says Shader [VRChat/Mobile/Toon], click that and change it to poiyomi. if you don't have poiyomi in your project you'll need to download it, drag the unity package into unity, and press import
Hmm so I bought a bodysuit and on the website it shows parts of the mesh being transparent and well I was wondering why mine wasn't like that. It has the normal textures, an emission texture and an alpha texture
hm, does anyone know what type of error is this? i got it quite a lot when trying to upload my avatar
It would be a good idea to look up beginner Unity tutorials. Unity is a fairly complex program, so going in without any knowledge of it and trying to make avatars might be a bit much. Especially because a lot of avatar tutorials out there don't teach you much Unity stuff and will just assume you know some level of it. Leaving you high and dry.
Unity file handling question - I made an addon asset, let's call it asset A, and built another of the same- asset B - type that re-uses some materials, menus etc from asset A. So far so good. The problem arises now if I have a project and import both asset A and then asset B, since asset B is overwriting same-named items in the asset A folder, despite being in different folders entirely. Can I fix this somehow in case a customer tries to import both assets into a project? I assume it has to do something with me having copied assets from A to B and it not properly updating the meta files?
Could someone pls help me w this? I've been trying to air link my pc to my headset but i keep seeing this
try steam link (free) or virtual desktop (paid) instead, airlink isnt good
does anyone know what causes the error "UnityException: Win32 could not create GUI view becasue CreateWindowEx failed with message: The operation completed successfully"? im trying to import an avi for a friend and it wont even regitser to the project ive looked all over the interwebs and couldnt find jack related to vr chat and this specific error and out of 180 avis this is the first time i seen a package just not import
Tyyy
Was still wondering if someone could maybe help with this and if I need to provide any extra details I can too
Perhaps rendering mode. Take a picture of the shader settings?
any1 got a good viseme guide?
i use the oculus one and a mirror x)
unless you meant unity stuff - i understood it as "make blendshapes for visemes"
Hmm, I would have expected that to work too. Can you post a support ticket with this avatar's ID? I'd like to take a look at how it's rigged.
Why am I not allowed to change these paramaters while in play mode? I am guessing that this is why my VRCAvatarParameterDriver isn't able to change them, either?
it may have worked, but i didn't know since it didn't update till after I reset the game.
There's more testing that'd need to be done
I deleted ALL my animations layers just to make sure nothing is setting them.
Are you testing with gesture manager?
I do have Gesture Manager in my project, yes. Though I didn't even click on it yet (which seems to initialize it?)
I haven't included those parameters in here
With gesture manager, you have to change parameters in gesture manager debug menu.
Wait so will my VRCAvatarParameterDriver just not work while I have Gesture Manager?
It doesn't work without gesture manager.
Huh I wonder why that didn't show!
Normally it does here.
Wait, maybe it does work! I have something to try.
Okay yeah, the debug menu does show it!
Thank you!
So they do work!
However I still have an issue - it seems that these values cannot be read in my Conditions..?
I'm confused... Mmm...
What is youe observation?
I might have simply misread my states - checking that now.
But summary:
I have 2 layers of sub-state machines and on the very last one, it seemed like the condition isn't being met to reach my state, though it appeared more as stuck at ~0%, and just not playing, rather than never reached - thinking about it now.
Hmmm! Seems my actual issue is that it went to the wrong sub-state machine!
The conditions are met for the Rigid one, but it went to Linear, I assume because of the orange arrow? How does the orange arrow work? '^^ I know it goes to it by default, I just don't really understand!
Also, am I meant to be somehow leave my sub-state machines if the condition isn't met anymore..? I'm struggling to understand how to use them properly.
It might be an issue if you test with greater than and less than with incorrect transition order.
Hmm, they're all set to equal, and range from/to 0<->3
What with transiton from AnyState to Entry?
I don't actually know..! :o
Huh!!
Omg that makes so much sense!!
It'll always go to Entry->Linear
Thank you!! 
That's probably it!
Omg!!! I think Any State works between ANY LAYER
That'd be SO WEIRD!
Yeah!!!
That's what that is!
That's what that was!
Okay, this throws me off completely then; I was doing it Toooooootally wrong ^^
This is gonna be a dumb question I can probably find an answer for within 5 nanoseconds if I actually knew what I was doing. I found an Avatar on sketchfab which I want to use as an avatar, and well, while it has large issues that need to be addressed, the major issue I need to fix right now is the model not having a chest bone. Also I'm using Blender 3.0 becasue 3.6 just crashes and 4.2 refuses to even try to load due to my gpu not supporting OpenGL 4.2 (I think). Anyway with all the context out of the way, what's the simplest way to satisfy VRChat with a chest bone?
Okay, that helped a lot! It's still defaulting to the Orange one unfortunately, so I gotta figure that out somehow '^^
Id recommend starting by renaming bone, bone, bone, bone, bone... to what they are so everyone here has an easier time xD
Well, good luck to me trying to figure out what the bones are
Well, I wouldn't have caught that before, the bones are not in the arms but in the cape
You should do that in blender
I should probably figure out what the hell I'm supposed to do to find which bones are where
Or actually, just look at Unity and then find the bone in Blender and rename it
I think your main issue here is that you don't have a chest bone, and you can change the remaining in the avatar configuration tool in unity
The first bone in your hierarchy should be hips. Go from there
Yeah, that's the main issue
Actually, it looks like I'm missing more bones, I just didn't notice it because of how Unity mapped it
Well, the bones have names now, or at least the bones I can actually figure out the names for
Did I mention that I have aboslutely no idea what I'm doing?
For the chest, id subdivive the spine bone and then duplicate the vertex group for spine. Youd use the weight gradient tool to remove the lower part from the spine group and the upper part from the hip group so to cut it in half. If it deforms well is another question but at least its a base to work with
Keep in mind fingers and toes are optional
I'll try to ask Google on how to do all that because that flew right over my head (Blender is too much for my tiny brain, if I wanna make something I just use Fusion 360). I'm sure everything you're saying makes sense and is very useful, but as I said, I have absolutely no idea what I'm doing
hello i have arrived... can anyone help me? im absolutely TWEAKING..
I'm trying to copy a shirt off of a avatar to a second version of the avatar with different features, however the shirt seems stuck to the original avatar i duplicated it off of. it's really messing with me D:
trying to move the duplicated object doesnt work either D:
Shirt is made from skinned mesh renderer. Skinned mesh renderer has associated bones that it came included in the model. That means you'd have to also move the bones that the shirt mesh stuck to into the new avatar.
Do you think this avatar is worth the trouble?
so, like
what
π
i have 2 of the same avatars, how would I go about doing that?
basically 2 copies of 1 avatar, one with all of the things and one without anything, and now im trying to move a shirt over
You had moved only the object with skinned mesh renderer, then you have to move the bones the shirt prefer to stay with into the new avatar.
how do I move the bones from the "old" avatar into the new avatar without messing everything else up?
Absolutely. I'll just probably go slightly more insane figuring everything out
So alternative solution, is it the exact copy with the same object structure?
Ok, alternate solution: duplicate any object that has skinned mesh renderer in the new avatar, then replace the mesh slot with the shirt mesh from the old avatar.
Might not work perfectly but lot of time saved.
Fair enough. Rigging is just not really a thing id recommend someone new to blender to do. Consider commissioning someone or ask in the "request free" channel in vrc traders discord
Double check if the shirt actually follow the bones.
By moving individual bones.
Also make sure that materials slot match with what it needs.
Yes. That works.
I feel like im witnessing a violation xD
Are you referring to my janked solution or offset spine?
(your janked solution is absolutely not jank
Im referring to the way robin is humping you hahaha
WHAT
Its cute
IM WHAT?
You mentioned it now I felt it that way.
WHAT?
Hahaha sorry lol
Furry avis are just... well
there isnt even that much in the quest one π
i just havent found the time to decimate it in blender
Well, I guess I'll at least try the request free section, I can possibly figure out how to make the optimizations myself. Worst case I can just go insane and try to figure out blender
3 years of making avatar and that solution just came up for me last minute.
i still love you for it
i was struggling for it like 2 hours now
longer if you count the time i ragequited for
We will still be here to assist if you cant figure something specific out :)
I don't think "The entirety of Blender" is specific enough xd
Not really, no xD
I just noticed that the creator of the model didn't attach a license, uh oh. Though I am 99.9% sure I found them on Twitter and the account is active, so I'll ask them to add a license before continuing.
Uhh I can't message them on Twitter or Bluesky, I guess I'll just leave a comment and hope for the best
Is there a way to have another if I ever run out of space?
VRCFury has a unlimited parameter script but i dont think you can have multiple parameter lists on a single model
fair warning the VRCFury thing can get a bit buggy if you're using too many extra/really complex things with it
Ohhhh I see, thank you!
Is there a way to check if finger tracking is enabled from my avatar?
Hello everyone, I don't understand what's going wrong? I never had this issue, but suddenly when working with any model the hair is getting pulled towards the head bone. I'm doing nothing different, I've even just done the most basic of things in blender and it still does it when I hit play in unity.
how do you animate the Speed property of an animation?
See if you have physbone colliders on the head
nvm i figured my issue out
I wish there were good physbone colliders that wasnt so oval so it could stop stuff from moving through and not just slide π’
angle limits , stop them from ever going near your head, would need to rotate the bones to point inward to headbone (one way of doing it anyway) , does not require a collider
...i have just realised i may have made life harder, is it possible to copy blendshapes over to other meshes? Realised that, by not making all of the nail blendshapes first, i may need to make all of the blendshapes 5 times which... ughhhhh
sorry, 10 times, we have 2 hands
mesh data transfer
yippee!
how come after I added motion time to my animation when I have it as a radial puppet to increase speed now it just doesnt animate at all
even if i increase all it does is go while I increase then freeze almost like its just doing the animation as a radial puppet
okay new, even stupider question... whats the mirror modifier settings to make it so it copies across the y axis? could never get mirror modifiers to work right (and how do i then make the modified object its own mesh i can rename)
oh wait im stupid i shoulda put it on multiplier not motion time
Mirror modifiers work by taking your object origin as reference point
The orange dot
ah, so i gotta move the object origin to world origin, kk
You can just select an object and i believe ctrl + a? (A=apply) apply transform -> location
Also, see top tab "object" -> set origin to...
Play with that, itll make sense
Could be shift a as well, i keep confusing those
shift a is create menu, you got it right first time, okay, mirror modifier working, now to separate the mirror created object
Apply the mirror, then select one of the sides, hit p -> selection
...never mind, cant apply mirrors to things with SHAPE KEYS. Goddamn it...
You can also use symmetrize under "mesh"
Or if you didnt change vert count, use an addon to apply mirror despite having blendshapes
so its not having fun going in the direction id like, no matter what i choose. half of the options just delete the mesh!
I'm trying to play about with the avatar creation using the SDK. It tells me I can only test as I don't have enough hours in VRChat. But how do I actually test it?
It won't let me Build & Test it from the SDK console.
have you read and tried to fix all of the errors you can?
It just says I don't have permission to build avatars
?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
I'm not trying to upload it.
test likely falls under the upload restrictions
Oh, it's a bit at odds with the welcome message lol
hm i always thought that meant like test in unity 
yeah, It's I thought but hitting play when messing with an avatar doesnt do anything
Unless it's referring to worlds?
when hitting play if you've got your camera aimed at the model in the games tab you should be able to test contacts and phybone stuff but gesture manager lets you test the toggles,viesemes,and poses among other things
At this point please show what we are working with x.x
currently with the nails mesh, nails on the left hand need to be moved to the same fingers on the right, should be a simple y-axis mirror. However, -x to +x creates the second picture, -y to +y creates pic 3 and +z to -z creates pic 4. everything else erases the mesh
...all of the nails are copies of each other, if i just remove all of the blendshapes from a nail, mirror it, and then mesh transfer the blendshapes back over, that should work right?
Try to apply all transforms, not just location
Whenever it seems angled, check under "item" tab on the right that your rotation is 0
An alternative is trying blendshape transfer, yes, as long as the nails have same vertice number
"attempting to upload an avatar we dont own" what do i do
Read first 3-5 errors
I asked this yesterday, but is there a relatively easy way to lock an avatar's arms at a specific angle using a toggle? I have access to VRCFury and GoGoLoco if that helps, and am willing to use other plugins/packages
nvm fixed it. i get this
Okay, nail mirrored, shapekey transferred... and it hates it. This is with the transferred shapekey at 0 on both nails, original and copy, but its decided to do this. oh, and its moved the wrong way
Looks like you used mirror while the shape key was active
nope, no mirror modifiers on either nail, in fact this nail had no shapekeys on it until just now, it was a totally clean slate copy
i copied and pasted nail 1, making nail 2. i then removed all of nail 2s shape keys, so i could use the mirror modifier. did that, applied it, removed the unneeded part of the mirror of nail 2, made the basis shape key for nail 2, and just transferred the shapekey from nail 1 now
Try this instead https://github.com/przemir/ApplyModifierForObjectWithShapeKeys
It may be easiest to take the one nail, copy and paste it onto all fingers on one hand, then mirror all 5 nails. Thats what id do
Just gotta adjust weights so the nails stick to each finger rather than all to the one finger they came originally from
How difficult is it important models?
funnily enough, thats what ive done, ive just kept them as 5 separate objects. they arent even attached to the body, just 5 freefloating nails rn
okay, now to take all 5 mirrors and make them their own nails... or figure out a way to condense the blends shapes so i can adjust each nail individually without 10 copies of the same singular bendshape
Once you combine all nails into one object, the blendshapes that have exact same names will be merged
Si you wont have 10 blendshapes, one for each finger. Unless you rename them individually
My english is going to shit lol
...jesus its gonna be a long night, LILength, RRStilleto, LMSquare, names like these and im going to forget my lefts and rights and which fingers which!
Are you saying you want each nail toggleable individually?
how do you people do the see through hair infront of eyes?
yeah, this is a massive project. each nails to be individually customisable, down to the colour, french tip, length, even the stencil laid on top
Good lord
i wanted customisable nails, never knew why i didnt see any. guess i know why now
id think about selling this but considering i just ripped the nails off of the free model im using as my base, that feels unethical
heloooo??/
nuh uh
Yea itd feel like stealing for sure
maybe one day ill make my own nail model to go along with it, thatll be the day
I already feel bad for looking at other model's topology as reference lmao
someone help me bro
errors go top to bottom, find the first red one
after clearing and building again ye
borked sdk and a missing script somewhere
also, don't do this, if anything it discourages people from helping you
@jagged wadi #avatar-help message
oh video doesnt take clearing into account π€·ββοΈ
well its poi, probly avi already had one (when it shouldnt), remove it from assets
what do i do its still not working
what am i supposed to do when i am getting GHOSTED in the HELP section
??
People have lives. Some of us have crying children, sick babies, jobs, etc
can someone help me
it may be worthwhile searching online while you wait. someone, somewhere, on the internet has had the same issue. image search is your friend!
tried that before i came here theres nothing
also how do I do that as it has VRCfury but dont see that option
Itβs a component you can add to the root object of your avatar (the object with your avatar descriptor)
okay, cut my losses, can adjust the nails but changes are made to both hands, close enough, right then. now i need to figure out weight painting because i want these stuck to the body, but still toggleable off
Can anyone explain what determines an avatar to be quest compatible and not? I recently bought an avatar that has a full version and an optimized version, but no quest compatible version. What is preventing the optimized one from also being quest compatible? Can I just change the shader and call it a day?
it appears i misjudged how weight pain works, shocker, my understanding was i could select a nail, go into edit mode, choose the vertex group for the part of the finger on the correct hand i want the nail attached to, paint it, swap to the other side, paint the other nail to attach it to the other hand and done, but that doesnt seem to be the case...
nobody is "ghosting" you, and you're also not entitled to anyone's time here
by acting like you are, people won't want to help you
yes that should work, you also need to make sure the object is parented to the armature and has an armature modifer with the correct armature selected in the armature slot
Remember that every object you weight paint adds a skinned mesh renderer in your avatar statistics
You may want to rethink keeping all nails separated
Id merge them to the body and use blendshapes to hide them inside the finger tip for toggles
bump cuz im silly and dumb
does this mean i lose the ability to adjust each nail using something like hue shift with poiyomi? or can i still do that?
I just exported this model I've been working on from Blender as an FBX, but when I import it to unity and put it in the scene, it's all blank and weird and really distorted... I'm not really sure what's happening here. I've never had this problem when uploading an avatar before... Can someone help?
It looks like it's simply stretched horizontally, and you may have to re-apply the texture too.
Well, yeah its really squashed and distorted and rotated incorrectly, but I'm not really sure how to get it to import properly...
working on a new avi and i forgot how to make the metals sparkle like this :( I lost the project file so wondering if anyone knows how? I want it like the first avi, the second avi is how my metals are looking smh
Check if the avatar has unapplied transforms in blender (scale, location, rotation in the "n" panel)
quick question. im making some float sliders for clothes, but for some reason the animation works, but when i test with gesture manager the slider only goes up to %50 and doesnt swap out the outfits
I applied all transforms and re-exported it and that seems almost normal, except the bounding box is crooked for some reason...
should i set the weight to these as 1?
Never seen that. Try draggin a new fbx into scene?
Seems the same whether I drop it into the hierarchy or directly into the scene
Does anyone know of a tutorial somewhere to get perfect proportions with FBT between avatar and your IRL body?
So I've got this avatar I'm making, and the mask itself is a different object from the body. I have VRCFury blendshape link on the mask, and while the blendshapes work for emotes, for whatever reason they aren't linking when I talk in game? Anyone know how to make vrchat use the blendshapes on the mask when I talk?
Can someone help a bit with some breathing animation issued with clothes? I can't seem to get them working together or finding the breathing effect to remove it.
HOW COME some avatars pets u cant see if u dont show avatar
but this one u can see it
so i'm trying to find the animation layers so i can copy one for my FX and uh...
that may be a problem.
i've tried SEVERAL times to reimport stuff, different projects
nothinn
how did u export it?
vrchat creator companion is how i set up my project.
I mean... where did u imported it from
what?
the animations
the vrchat sdk comes with example gesture layers, i went to go search for it and its just not there.
i'm not importing any animations
oh... I see what you mean
the default animations?
yes, the example layers
Idk where they are
sorry
cant help ;w;
anyways, good luck there
and oh
I have a question
do u know how to get the avatar off the motorcycle pose?
when you click play? clear this right here
but if its just in that pose look in your animation tab and see if you're previewing an animation
it is glitched in edit mode smh...
i, uh, forgot how to fix this exactly. when attempting to play the default dancing animation, only the hip moves; every other bone goes into falling position.
here's how the expressions & whatnot are set up in unity, if that helps.
i had the stupid eyeball on π
You need to keep empty Controller property in animator component
that didn't fix it, unfortunately
every other bone goes into falling position
This happens in unity too?
in the little preview window, it's fine; or are you talking about somewhere else inside unity?
Yeah I mean βwhen using GestureManager or AV3Emulator, is the avatar fine?β
nvm i fixed my issue with the win 32 exception, thanks for your lack of help discord i now know more about how bunk unity iss lmaooo
no, shows up funny in unity as well (attempting to play the default dance emote here)
Ok then exit play mode and show me your scene view.
do i just take a screenshot of the entire thing?
Yes
(the animator is currently looking at the FX layer, for some reason. don't mind that)
Can someone help me with weight paints I got it almost 100 % more like 80 to 90% there
bashing my head in with trying to get this audio to play on my avi (It worked beforehand but now no matter what I do it does nothing)
I sometimes ask when I help someoneβs avatar customizing but why did you unpack the avatarβs prefab?
Using unpacked prefab is harder way than packing prefab because if avatar is broken in unpacked prefab, you canβt revert the changes.
i unpack the prefab to give myself more leeway to add/change things
In that case, you can use non-destructive tools like VRCFury, Modular Avatar.
anyway, I think the animator is causing the problem so show me your weewFX
it doesn't really have much of anything, as this is a fresh avatar with no features outside of emotes.
the action layer is nirvash's laysit poses layer.
ideally nothing of note aside from there now being several of you
Take your texture to illustration software such as AE, GIMP.
Yeah take png file to GIMP or AE
Its the clipping in the orange part
I for the life of me cannot figure out why my audio is not playing? the toggle itself is activating fine but the audio just isnt playing?
(Note: the audio previously worked, I was just updating the model and now it doesnt work)
Sooo, how did you add that animations? Added to FX Layer in the PlayableLayer?
all of the animations are in the action layer
other avatars of mine have an identical setup and work just fine, which is where i'm confused. i don't even remember how i fixed the issue the last time i had it.
Try reimport the animation asset. If animator or animation is broken, it may fixes.
are they both controled by me?
or one acts dead?
use masks
somehow still not working. unity is quite an anomaly
things are regular when i use the default vrchat layers, though; so i think i will have to reimpliment the laysitting poses & emote speed manually.
Oh thatβs so bad newsβ¦ I wish you good luck!
so when i drop my character
twice into the unity world
i am going to control both of them?
or will VRC SDK give me error when I try to upload the avatar twice at once?
OK so you want to make one avatar including two characters, right?
thankfully i'm quick at copying things over
typing speed of 180 words per minute woooo
(it works now BTW)
i appreciate the help
(note: this only applies to English. :lol:)
"posts a question for help" gets removed "fixes issue and posts info about how to fix it" also gets removed so ill ask again properly (sheesh) has anyone encountered the error (UnityException: Win32 could not create GUI view becasue CreateWindowEx failed with message: The operation completed successfully.)?? Or the error (ObjectDisposedException: The Unity.Collections.NativeList`1[System.Int32] has been deallocated, it is not allowed to access it) if so can someone give some insight on what causes this please π
I found this https://discussions.unity.com/t/various-win32-window-errors-flooding-console-breaking-editor/893440/5 @halcyon zenith
I cannot understand wdym.
Could you take a video what did you do?
Then, I will say βnothing happening when uploadβ.
Hey, how do I have my avatar keep this tired look on his face when I upload it to the game?
what does this mean?
It will just finish successfully
can I have it?
Why? It's private, plus if I upload it publicly it'll get taken down
why? did u buy it?
Yea. and creators TOS says these cannot be uploaded publicly, even though there are plenty of them uploaded already
Ok...but you have to buy one yourself
nah i don't know you
Yeah, still needing help on this.
have you tried FaceEmo?
No, have no idea what that is
another way is to maybe figure out a way to disable face movement tracking?
I'd honestly just try making that face into the open hand gesture
Would prob be easier
If you can find the open hand gesture in the animation file and drag it onto the avatar in the hiarchy you will be able to edit the animation
And it should overwrite the already existing open hand gesture I'm pretty sure
is it possible to use shapekeys for eye movement? using bones really doesn't work well for my character due to iris shape (shown in images)
Very new to avatar creation, and I was trying to add a prefab that seemed relatively plug and play but I cannot for the life of me figure out what they mean by this
Open unity, and import(you can drag and drop the file to unity) all mentioned items into your unity asset file.
Put "Black Silence.prefab" in your avatar object.
Parent the parts to [Black Silence/Parent to...] object's child. <---- This part specifically
This is what im working with currently
ty will look into it further
I'm sure you've already gotten some feedback, but I think you just need to change the animations assigned to the defaults in Uzuru-kun's FX animator. If distortion occurs when you change the facial expression, it's a good idea to fix it each time.
Don't worry. I have already purchased Uzuruha and have attached a picture.
after much diagnogstics i figured the issue is unity itself for that particullar issue but it has now replaced itself with a whole new issue so im looking into that now
idk whats with the unstablility with unity now, pretty much botched alot of my projects with the force to upgrade
why is it grayed out?
Unlock Shader button at the top of the screenshot under the Poiyomi 9.0.61
ty
Also, does anyone know how to lock an avatar's arms pointing straight down via a toggle (in simple terms that a semi-beginner could understand)?
wym its #avatar-optimization, if you scroll up to the top of the channels list you can click "Channels & Roles" to choose all the channels you want to see
thc
doesnt work
think that's only possible in blender
damn
bump
is it enough to refresh?
when I changedw the fbx ?
in another file
and overrrote the fbx
heya, im using blender rn and im making a new shapekey but for some reason it moves a different shapekey i made? any idea on why the new shapekey is connected to another and how to remove the connection?
If it's in blender, the image doesn't save automatically.
There's a way to save it (or at least export a copy) somewhere in the texture paint tab, which I'm assuming you're painting from?
or am i not getting what the issue is lol
skin gets super dark when using 'realistic' lighting type
why;?
overall eveyrhting else gets a bit darker too
but especially the skin
Could be that your scene doesn't have a light in it?
it has]\
Strange, maybe try this option and just replace your original file with it?
isnt everything connected to my upper chest as it is supposed to?
Hmm- maybe check the import settings for the image in unity? It could just be automatically converting it into a non-transparent image
That'd be my best guess, otherwise I'm stumped
how do you make an outline mask for poiyomi or liltoon? i haven't been able to find any information on it and i'd like to hide stray outlines in areas like this
arent they parented?
Another option would be in an image editing program, paste the new version over the old version and save that
it could very well be, but im stumped at this point
Your bone names don't match with unity name convention makes it hard to assume which bone is for. You have to screenshot humanoid bone assignment in unity.
Obviously there aren't somewhere else to post.
Masks are just black and white textures. Black means hide effect, white means mean effect. Take color texture as reference to paint black on where you don't want the effect to show. Most masks work the same way and can actually take greyscale image rather then b&w.
bump 2: the sequel
You had sholders as children of chest bone, but you also had upper chest bone. You will have to either remove upper chest bone assignment, or reparent shoulder bones to upper chest.
So, I'm using immersive scaler to make my model proportionally accurate, but I've found that the fingers are not able to touch each other in game when the index fingers are fully extended. I am also using index controllers if that makes a difference, but I notice this as well with quest and vive wands. Is there anything I can do to make them lign up better? I am not using any custom arm ratios and I am calibrating with arm span
can i do this in unity?
The former in unity, the latter in blender.
if i remove upper chesrt assignment it wont move well, would it?
No idea. You see the result yourself.
what do u mean by removing upper chest assignment?
Just set Upper Chest slot to None.
Can you screenshot the rigging configuration menu?
Collapse the j_neck because we don't need to see what inside of it. And screenshot the assignment slots that's what I meant.
Where is the back_low in this image?
Don't crop. Screenshot it taller
So you didn't show the problematic bones in blender. How is the actual chest and shoulder bone relation in blender?
Spine4 should be assigned as upper chest bone.
u mean this one?
looks like it is in the right order
can anyone help me upload a avatar I got?
I am a beginner and i would like to learn
same my arm breaks and rotates loading gesture manager this avi has wayy too many issues and id like to fix them so i can help others who bought it
45$ for broken files should be against tos but eh
ig scammings ok
if they're one object you'd have to split it in Blender.
ummm a little help lmaooo my arm is a corkscrew? no i didnt make any edits to the amrature
if something is out of place id appreciate the help when available
honestly whoever made this avi needs a good talking to and spanking but nonetheless any hlep for this issue would be great cuz its the LAST one
does the page description list off any dependencies you didnt import?
no sir
it uploaded fine once and i moved the watched 6 inches and the right arm started doing that
and its like it lost all vr functionallity should i restart unity? and restart my pc if it doesnt work still??
it doesnt seem like a unity/PC issue more like whatever you did to "edit" the watch messed up the arms 
huh.. maybe take it off the armature and but it below everything else and use a parent consraint to keep it in place??
that could be the issue now that i recall i put it on the LEFT arm and it broke the RIGHT one
idk why seeing as how i never touched it
but ill remove the chest anchor for the watch i thought you needed to have the parent source as chest or hips
still squiggly arm
with 0 errors in console so im lost
you have to go into armature edit mode if you want to delete bones
where is the object origin? we've been over this at least once
how do i find this out>?
bring it into blender and check where the object's origin is, make sure it's at 0,0,0.
can gesture manager cause issues in unity now? i dont remember it acting as wonk as it does nowadays
current versions seem to work for me
thanks for the info ill try that
i guess its not needed huh?
the toggles already was set and were functional
I already said I'm not going to teach you basic blender stuff
I'm also not sure why the toes look like they're pointing down into the floor, that's probably not right
too long
it is all 0,0,0
ridiculous to watch a video on that
Question...where could the disconnect be?
even the image proved it
u forgot to link it somewhere
it's not reading the value
Hm, should be automatically reading it as I understand. I defined it in the expressions, slotted the expression list in, the value is being actuated, it is listed in the animator parameters...
and added parameter to ur script + layer?
Script+layer?
in ur fx file
im noob, i just remember this, u have to add the value twice or the file has no link to it
i shouldnt give advice, but since nobody here answers...
and layer*
Do you maybe have your eye bones mapped in the fbx rig config?
So, I'm working on a head hanging off a chain for halloween, but i am struggling to really get the physbones right, i've been adjusting all the settings but i'm at a bit of a loss so far
heres what I got so far, and the settings associated
Well, we don't know what's wrong with it since you're not describing how you want it to behave instead of what it is right now
the main thing currently is trying to get the head portion to swing around on its own
I'm not sure I get what you mean
So, when you have a chain with a heavy object at the end of it, and you swing it, it will naturally want to swing more on its own, because the kinetic energy is still there
where as this stops on a dime when i stop moving it around
It's called momentum.
You might have to put the curve on momemtum slider since the end part is the head which has more momentum than the beginning part.
well, it made it move faster into position
Try with lower pull and lower stiffness. There are tons of combinations so you have to keep experimenting.
yeah the video posted above was after 5 hours...
we are getting closer though, i'm playing with the curves rn
There are some sweet spot for values between pull, momentum, stiffness. The sweet spot is a bit hard to find.
I usually do this in play mode , thats faster. Some people change value, hit play, jiggle it, stop play, set it again and so on. I just play with values in play mode and copy the script before exiting out of play mode
yeah i always do it in play mode, waaay easier
yeah, i don't know whats going on, the iron patriot isn't swapping materials and i checked the animation and it works, it has the exact same type of things running for it as it is with Camo and that works, so i'm out of ideas here.
You don't have things capitalized the same way in the FX layer as in your parameter list
Capitalizing things the exact same way is very important
No wait, that's just the menu item's name, that's my b
Can you show what's in the animation?
it's just a simple material swap, supposedly swapping from the original style to the "Iron Patriot" style
What does the Camo layer do?
Is that a mat swap too?
running into an issue where a depth light is effecting the lighting of an avatar
yes
Does that swap the same mesh's material?
yes
Because if you have a setup on that layer, that swaps between the default material and a different one, then the top layer will not work
This is because layers below take priority over layers above
So you want to put these mat swaps on 1 layer
I thought it was 1 animator line thingy per layer?
as in i would have to use 2 different layers for both styles
No, you can have many many states and things on 1 layer
Ask in #1138520828556890214
Okii
https://www.youtube.com/watch?v=fNajK7U_km0
i'm having a problem with a parent constraint and i'm not sure what i'm doing wrong. I have a guitar parent constrained to my hips but the offset is wrong and it clips into my body. i deactivate and unlock the constraint, move the object, then re-lock and re-activate the constraint (in that order)
but when i re-activate the constraint, the new offset is overwrittten and it clips back into the body
- Try to remove the VRC Parent Constraint
- Move the guitar to where you would like to have it
- Add a new VRC Parent Constraint
- Hit activate
I know this is not ideal, as this doesn't tell you how to properly fix such issues in the future
But I think it'd work
VRC Constraints work a bit differently than Unity constraint, when you hit the Activate or Zero button
i just used the checkmark not the button but i'll try removing and re-adding
Aye, I have seen that in the video
hmm re-adding the parent constraint does the same thing but now it snaps to the middle of my hips instead
Did you press Activate this time then?
Pressing it is what you want to do
You adjust the guitar
You add the constraint
You press Activate
And that should be everything
Just don't forget to add a source
I forgot to mention that
You'd do that before hitting activate
thanks that seems to have worked but i still have to test in game
Neat :D
It will be fine in the game too
I'm sure of it
how could I move the "attachment point" for held objects?
ie move it so it'd be aligned with the grip
because i hope theres a way to adjust the grip contact point or whatever its actually called.. lmao
i know its something fixable because this is an issue on my avatar only
This is something that worlds can control
VRC Pickups (item you can pick up in the world) have a field where the world creator can specify how you will be holding the item, when you pick it up
If this is not specified, then there is a default value that the game will be using
What is this
this is an example with a different avatar being used, clearly more aligned
Though I don't know what bone or contact sender ow whatever the object gets snapped to exactly
It might or might not be the wrist, which would sound logical
i know but this is an issue that only happens on MY avatar
so im looking for a way to fix it
An icon or multiple icons in your menu are too high resolution
this is not world specific either, this happens in all worlds
Hmm I see
Well I'd look at how the avatar's wrist bone and finger bones are aligned, compared to another one that can pick up things properly
i know that the finger structure is like
fine
the wrist bone is pretty like
centered
There are 3 ways I can think of, about how this system could work
It either snaps objects to the wrist bone
It snaps objects to the wrist contact sender
Or it snaps objects to be in between of given finger bones (as an average)
even in that case, the average would be in the middle of the palm
don't be too sure of it, removing the parent constraint broke my animations and now they all have to be re-done DX
That shouldn't be the case, because animations are pointing to the very same object, and same object property
So that means that if you removed the constraint, and added back the same kind of constraint to the same object, the animation should just work still
hmm then i messed something else up
Unless you had multiple sources in there
dont be so sure its still unity π
there's also an aim constraint that seems to be what actually broke
I'm sure of it
that's how animations work
huh you're right it's still mapped in the animation....time to figure out what else i did wrong lmao
Also, this would make sense
And this sounds logical to me as well
But I have no idea what else you could do besides messing with bones to fix this :\
is the gun part of your avatar? i know that when you need the origin of an object to act as if it's someplace other than the actual origin you can wrap it in an empty game object and use the origin of that
@fallow gulch ive found this but i genuinely do not know what this does AND how i can properly change these
so I'm curious how this is done, Ive seen avatars where they can make their voice come from other places? how do they do that exactly? what part of the avatar is the voice coming from?
This is the position and rotation of the contact senders that get assigned to your avatar's hand
As all avis come with contact senders on the Head, Torso, Hands, and I think Feet
yea
The sound comes from the Head bone
If you move the Head bone with a parent constraint, then the audio will come from that place
OHH
yknow that makes sense XD
However, this does not move your vision or the place where you hear audio from, as those are tied to your viewball, which you can't just move around
is there a way to scale a avatar to a certain height aswell?
Thats fine, making a robot avatar and wanted to make it so I can make his voice come through a radio
also how do i adjust the isometric view clip distance?
Isometric view is kinda funny to use
Scroll in and out to go further / closer
And if things disappear, hold right click in the scene, and back away by holding the S key at the same time
Just make sure you also align your camera to 1 of the axis by pressing that button
i see
thats exactly what i needed, thank you
Np :D
overwriting an existing avatar? Was the avatar prefab unpacked? 'cause that won't work...
if anyone has any idea on how to move the grip positions of an avatar (for vrc pickupables) please do tell
anyone know how to fix an issue when your avatar doesn't follow you properly, feels like a puppet; like if you look down, the avatar will actually move more than your pov and you'll look into your neck
PC and androids keep failing security checks, can anyone help, also getting this on repeat
also jsut got this.
As the error says, it's too big.
well obviously so how do I fix it.
when I had it in 2019 it was 10mb, how dose it go up 100 in 2022
Make it smaller, there's lots of discussion in #avatar-optimization and #quest-optimization
LTCGI question: Am I allowed/encouraged to use shaders that can interact with this in avatars, or is it purely a world thing
I do! It basically makes your avatar lighting be influenced by LTCGI stuff in the world
what abt this?
Same reason
well the PC one you'd have to examine further, the quest one is obvious based on the size
The PC one seems to be a GUI error, should fix with relaunching unity
It's one of the add ons you're using that is being cross
Also to answer this question: It's the Uncompressed size that is at 100 megs, not the compressed size. This limitation was added back in... July?
Prior to that it was hard capped at 1.2GB, then further reduced to 500MB on PC and 40MB on Quest
Can someone advice how to make it not transparent for Quest? Or is it a Blender thing to edit mesh?
I don't know any two sided shaders for quest off the top of my head.
I don't believe that's possible
the easiest way is probably to duplicate the mesh in Blender and flip the normals, but it would increase the tri count for your clothing by 2
but you can duplicate it partially, or extrude your clothing's end, make those faces black, and fill the hole
my avatar is like 200mb in game which is big but less then 500, so is 2022 now 100mb max on pc?
500MB is the maximum uncompressed size on PC, it's a hard cap
and even it's a hard cap, you shouldn't go above 300MB, because it's the default limit, new players wouldn't see your avatar if they wouldn't change the default settings if your avatar would be above 300MB
Have never had this happen before! My avatar gets put upwards in playmode? No, it's not GoGoLoco and the fbx's preview is grounded, so I'm unsure on why this would be happening.
Any ideas?
can someone help me i bought a avatar but idk how to transfer it to my vr fbt but i just got a vr btw so its kinda hard lol
all the avatars that use the humanoid rig are vr compatible, but first you should enable the OSC settings in vrchat
I dont understand what osc has to do with it but ok
if you have FBT, it uses OSC to rotate your avatar bones in the game
but it can be used for way more things than that
Thats news to me and i had fbt before
FBT can be controlled by osc. But FTB that's a part of steamvr doesn't need osc.
ah, I didn't know that, i have slimevr
hello, i keep getting the warning that the avatar is too short and the origin is beneath the feet
That makes sense. I had tundras via steamvr but my slimes are on the way
I also have slimevr connected via steamvr.
So nothing will change for me then since im gonna stick with steam, sweet
ah, so maybe my slimes works without osc? i haven't tested it
Im worried about slimes response time x.x we will see
did you order the official ones?
Yea
sorry for asking for alot is there anyone that can hop in a call with me that i can pay to help me setup this vr stuff and get my character?
because I built it myself, but they aren't that great, they have like 5-10 min reset time (with BMI270 IMU). on the official site they are selling imus with bno085, but I saw that you can get even lms6dsv that has the same reset time or even better, and you could just order it for half the price i think from chinese pcb makers
so I don't really think it's worth to buy official slimes, they even hiding the fact that there are better IMUs that exists
Hey..uh...I have a problem on my avatar if anyone can help
<@&397642795457970181> Spam bot
hello, i keep getting the warning that the avatar is too short and the origin is beneath the feet plz
no matter what i do i can't get it to work
Soooo, um an I got avatar spawned in like that with them all being separate, how do I make them into one common avatar with toggles ? I've been strugglingggg
Did you edit avatar in blender?
yes
Make sure that your model's feet are at world zero, then use command "apply transform > position".
You will have to elaborate the problem.
that worked! thank you so much!!!
i was almost jumping out the window
bump 3: and knuckles
you don't need OSC for this except for standalone quest.
Btw, It says i have like a bazilion polygons but the model has less than 70k
If it show 2 billions polygon, then enable mesh read/write.
where do i do that π
Does it show Autofix button in the sdk?
nop
Can you screenshot to confirm?
Then you will have to find the fbx file and enable Mesh read/write option in the file import settings.
got it! thanks!
Is there a good shader to use for emission meant for android and pc? I've been using the Poiyomi shader for a thing where my little computer character's screen lights up depending on my voice level and i wanted to check if there's a shader that can use emission + emission map
possibly you can grow this window horizontally and it'll show the button
It should show the fix button in the same column as Select button, and it should show error item for it too, which it didn't.
very weird.
It might be some mesh asset that isn't an imported asset.
how can i test physbones?
whenever i go into play mode this is all i see
and can't do anything
Switch to scene tab, and grab the root and move it around
game tab lets you grab your physbones with a mouse click, but you can't grab objects. You'll need to reposition the main camera in your scene if you want it to be closer
if you use Gesture Manager, you can tell it to sync your game camera with your scene camera so you don't have to fiddle with it
oohhh thank you!!
So, I'm trying to make a toggle for an arm, and Toggle Creator https://shatteredfur.gumroad.com/l/vrctoggle isn't adding the toggle correctly. Are parts of the Armature not meant to be toggled or something?
yeah don't toggle humanoid bones. You can toggle mesh on and off though, or hide it in various ways.
yes
Oh, wait- so are you able to hide a PART of a mesh, or do you hide the whole thing entirely?
is there a way to join them in unity or do i have to scrap everything and go back to blender?
Blender!
Sure, you can do tricks with shaders to hide parts. UV tile discarding, transparency, etc. Or you can use blendshapes. But you can't just toggle parts on and off unless they're separate game objects in Unity.
wait, transparent textures work???
On pc, yes. On quest, no.
Ah, cuz it didn't even work for me on PC (i probably imported it as a non-transparent image on accident then, but oh well)
So, how would I start with blendshapes?
...Yeeees?
Edit mesh. create new shape key. Select vertices to hide. Scale to 0. Move bundle of vertices somewhere it won't be seen (remembering that it'll still move with the armature if weight painted).
should I be worried?
usually no.
okay
They just get sleepy sometimes lmao
Question about animator parameters by the way: any way for me to do some maths with the parameters?
2D directional does NOT like 1>x>0 and 1>y>0
It seems to prefer 1>x>-1, 1>y>-1
Okay nevermind, cartesian freeform likes it
Trying to add a Blendshape to my avatar, and I've got it toggleable (finally!), but the issue is it looks really weird when not in a T-pose. (I'm trying to make the arms go from the outside to all the way inside and very small.) Anyone know what's wrong here?
the bones have influence on those vertices, where you put them via blendshape doesn't mean that's exactly where they'll be, you probably will have to lock the bones in a pose (in action or gesture layers).
It may be easier to just separate the mesh into an object you can disable.
Ah- so there's no way to like, make the arms have a size of 0 via the Blendshape?
sure there is, but the bones will still move those vertices
ah
So wait then, how would I separate the mesh but keep it linked to the armature?
in edit mode, select parts, 'p' to "part" them out into their own object. If that object has an armature modifier and is a child of the armature itself, it'll be linked.
scammers really need to quit trying to friend me. I'm on to you.
Aight it seems to be
So, what now
?
I've de-attached it into its own object, should it work as intended once I export?
Nvm I meant, how do I make it hide on a toggle
you can turn on/off individual objects in Unity, sure.
Remember this method means more draw calls.... each object + material slot is a draw call
Waiiiiiit- how do I get the arms to be next to the body in the Hierarchhy, cuz the arms aren't in the Hierarchy yet
did you export them along with the rest of the avatar?
Yes, but this is what shows in the package
did you unpack the avatar prefab after dragging it into the hierarchy?
uhhhh- don't know, but i've modified what the prefab was when i had the files and the changes applied
is it blue or grey in the hierarchy?
idk what part ur asking is blue or grey, so here's a screenshot
that's blue, therefore "SlugcatPrefab" is not unpacked
So do I do this?
though if the avatar is inside a separate prefab this might get weird. I'd drag a new avatar into there and see what that looks like.
I never said you should unpack anything.
So I should drag the package from my Assets (shown in the package thing) into the scene?
I'd drag the avatar, as in the actual .fbx file, into the hierarchy and see what it looks like, it probably has the separated arms
hey there, I'm running into a weird situation where when I try to make an animation of a key turning only on the Y axis, it doesn't record the movement right. I looked at the curve and it seems like both Z and Y do the same movement for some weird reason and I don't know how to fix it.
has anyone got the new avatar pose system by zero factory idk how to get it to work i can't read the instructions TvT
Seems to!
oh very good
so not sure what's up with that prefab, might be something weird the creator did
So, do I somehow just copy the arms over or smth?
I'd build the avatar fresh from this new object, this way you can update it with blender.
dang- how do I get the physbones and overrides to transfer then?
pumkin's tools can help for some things. For your physbones, you seem to have them under their own object, which is excellent - just move that then drag the appropriate bones from the new avatar into the target transform slots.
it looks like you're missing scripts the prefab is dependant on
anyone know the solution to this?
I've posted this a while ago here before but I kinda got overlooked
@runic ether they literally just gave a solution
oh
yeah that's a response to someone else
oh sorry im dumb
no worries
I'm still looking to fix that weird problem though
I'm doing a quick OBS recording of what the curves look like when I move it around
it's really bizarre, maybe the video helps
I don't know why they're both effecting the same axis
Maybe there's something somewhere that's linking them together? I have no idea what could be doing it but there's probably SOMETHING that's doing this elsewhere
A bump for this? Still dunno what the malfunction is
I'm not sure we're the scripts are in the package
I couldn't read the instructions or get them translated properly
So wait, how do I lock the arms in a specific position? That'd probably be much better even WITHOUT the arm scaling, since the arms basically disappear when facing directly down
VRC Animator Tracking Control in Gesture or Action layers
set them to "animated" then optionally animate them
wait where? are you talking about the Animator
yes, in the animator
cuz i have two animations that toggle between one another already
they're likely not part of the package and something you need to download/pay for seperately, what were you using to translate it?
What property in the animation tab do I use to make it lock in place?
.... #avatar-help message
So AFTER i've locked the Left/Right Hands and Fingers (there were no arms options), do I just modify the rotation of the Armature in my animation?
so far havent found anything to help me translate the whole text
mark them "animated" then feel free to animate them
they won't be affected by player IK while in animated mode (i.e. the player can't move them)
well i seem to have figured out why my aim constraint isn't activating when i grab. all my transitions vanished in my animation controller!
when i try to re-add the parameter though i just get "parameter does not exist in controller". what am i missing?
you could try https://www.deepl.com/en/translator it works pretty alright for getting a basic idea of what the text actually says though some unity specific words it struggles with
i'm trying to use the vrc left hanc gesture set to fist (1 IIRC) as my trigger condition
Done, but it seems to keep reverting the Rotation.z whenever I attempt to set it. Here's a screenshot:
GestureLeft i think it's called
You can't work with parameters not listed in the animation controller's variables list. Add the ones you need.
thank u very much
not sure how you're doing this, but you can't directly rotate the bone, you have to use the objects in the animator to move the humanoid skeleton, I'm not sure how best to describe it
got it, that seems to have been vaporized too. i'll re-add it
You mean like one of these?
those
okay so i dont see anything about the missing scripts
what does the store/download page say?
soooo, i assume i just use a bunch of those to make the arms face similarly to the t-pose?
hmm it's still not turning on the aim controller when i grab. what am i missing?
the avatar I recently bought has smooth transition on the facial expressions, how do I remove it and make it immediately snap?
Decrease the animation transition time, most likely.
is this a joke answer? obviously I don't know where to do that
No - I don't know what you do or don't know.
thanks for the help bud
Why so snappy
can i dm you
yeah dunno.
who's being snappy? I thought I was in an avatar-help channel asking for help, and this dude gives the most 4head answer there is
No.
That's a perfectly reasonable answer to your question. How would I know that you require hand-holding if you don't say so?
for the problem i ment
He gave you a good answer
man you guys are some special cases aren't you
I prefer to answer in public channel.
okay both of yall chill, i understand that ppl need elaboration sometimes and it's hard to get that elaboration too
Yes, we are the problem
I mean, you could ask me to elaborate further. I would have been happy to if you didn't bring the attitude.
maybe yall can try making a forum in #1139216499123437668? It's 1 on 1 talking, and it's public
the avatar I recently bought has smooth transition on the facial expressions, where do I find where to decrease the transition time to make it snappy? does that make the question any more clearer?
That works too.
ok so heres the problem il describe it like i did to the other user help channel Now il describe it as clear as possible
Basically what happens is that my avatar has a PC and Quest version
Now on quest version the avatar works like a charm hands move everything seems fine on the PC version my right hand remains stuck! Basically wheni grab a prop from my inventory it and then deselect it the hand remains suck in the animation of grabbing the object and I can't move the fingers or hand whatsoever, I wanna note also that I added gogo loco yo the avatar, I would appreciate if anyone can tell me if that's the problem of my avatar, Is worth mentioning that the problem occurs only on the right hand while the left hand works just fine...
Moreover on unity the hand appears stuck the same way as in-game...
At least it tells us you dont know how to get to the animator to do that
i can't change the Y value for the aabb
Sounds like there are layer masks in FX layers. All layer mask in FX has to be removed.
are you here to yap or are you here to help? this is the avatar help channel
- click the prefab that you have in the Hierarchy
- under inspector, look for Animator > Controller
- click the thing that is next to that
- double click the thing in the right side of the project that it tells you to
is layer mask fx in the inspector tab prefab ot the model itself
I help out here quite regularly lately
@junior void I guess we know where we stand on this
- in the animator tab that just showed up, look under the parameters sub-tab and send a screenshot for what it looks like, i may ask for more clarification later
Layer mask on the layer in animator controller.
somwhere around there right
ima be fr, im gonna take both sides on this issue, cuz on one hand yes cass you got a lil bit snappy there, but kazin/zero, it's kind of best to assume the experience of someone is low until proven otherwise
the minimum Y value for the aabb is 6.19, it won't go any lower no matter what number i put
You are looking at gesture layer animator controller.
double click the what sorry? I'm following you to step 3, but it just brings up a list of all the animation controllers that are in the project
is that where i have to go?
No. You have to look in FX file.
nah I'm generally really nice, but when somebody tells me "just make it shorter" when I'm clearly asking HOW to do that, I have no patience for kids trying to be funny
Click the equivalent to the FX Slug on my screenshot
I'm not going to waist everyone's time explaining every thing from the very beginning every time. Usually we engage in polite social discourse and one asks for elaboration if one doesn't understand something.
mate, i have been in way too many situations where i'm asking for help on a discord channel, whether it this one or an even less professional one, and lemme tell you, basically nobody tries to joke around and mislead ppl by purposely not elaborating first. see kazin's most recent reply to me for reference
there's just "none" under controller
not a kid, but it wasn't clear that you knew what needed doing from your question. I told you clearly what to do - that would have been enough for some to go on, and again, I'd have been happy to elaborate if you'd just asked.
ohhhh, then i bet you that you can click the one down here instead
but as you said, this is avatar help and not social debate, so I'll stop here.
brother if you're not here to help, go away
jesus christ
haha
There is no layer mask which should be correct. But you check in gesture layer again. Suspecting the layer mask in Gun layer is doing something.
okay yeah there's an FX layer there,
gesture layer is the one i was before right
like before the fx
layer
Yes.
@static cipher what did you want to see in the parameters sub menu?
Check the content of layer mask. Click the cogwheel.
cogwheel?
gear, settings icon, etc.
basically a screenshot of the stuff on each sub-sub-tab like this
right hand gestures
anyone know what tf is causing this
What does that layer do?
oh hold up, is this it?
dw about that part for now
its the right hands mask connected to the guns
that makes em shoot
Hi, I was looking for someone who would like to collaborate with me on a project.
Not sure if this is the spot, but I ported over the OpenAI realtime API to unity and I really want to do a cool demo, but Iβm terrible at avatar stuff.
Basically, the AI will call whatever functions or triggers it wants. I.e we can give a walk here, wave, jump, frown etc method.
Iβve got an audio output too so if we have an audio source that I can point out to Control lip syncing that would be awesome too. Thatβs really the magic of the RealTime stuff.
What are the animations in that layer controlling?
Is it controlling the right hand pose?
This is the troubleshooting zone, not the picking up fellow devs zone, sorry
you can't run custom scripts on an avatar though... how would this work?
it says mask vrc hand right
blending override
I'm sorry, I don't want to be annoying about it but I can't find anyone else having the same issue with any solutions
weight 1
yeah, i tried to put both animations in the same layer like the guy said and now camo didn't work
Yes I can read. I'm asking what are the animations in that layer do?
okay... so what do I do with it. I mean I can clearly see the smoothing between transitions. this is not where I can delete it and just make it go from 0 to 1?
this is the gun layer
So you're saying that you want the hands' animations to be choppy and quick? I thought you were going for the facial expression animations to do that
no sorry, the facial expressions that are tied to the hand gestures, yes
sorry vrchat bot
Ohhhhh, I get it
Let me reword the question: what are that layer is for, why does that layer exist?
for guns to shoot
from right hand
yeah like the tongue out expression is looking goofy, the tongue spawns instantly, but the lips are slowly opening so the tongue is clipping through the bottom lip for a second
Yeah, then I think that right side IS where you can manipulate the speed of the animations
and I'm just not used to having smooth facial expressions
but apparently the avatar creator likes it that way
Are you sure that it's for gun shooting? Because particle effect should be controlled in FX layer, not gesture layer.
You can probably then drag those blue bars on the timeline-looking thing closer together to get the effect you're looking for
the graphic says "gun hand shoot" so i suppose is for that
Are you sure that it isn't for right hand to pose for gun holding animation?
ok yeah, I was confused as to why you told me not to worry about it but now we're on the same page hahaha, thank you for the help :)
Yah anytime, feel free to reach out again if you have any more issues
You will have to inspect the content of the animation.
how do i do that?
iirc the default rotation values are in relation to the parent object's orientation. As such with the -90x difference it starts with, it's trying to get from orientation A to orientation B as fast as it can and spinning in this unintended way seems to be that. You can either fight with the curves and try to force the Y-axis spin offsetting to the other axis or you could perhaps try giving this bones a 'Root' bone that has the exact same orientation.
See the motion slot, that's the animation, see what content show in animation tab.
It's controling hand pose. That mean that layer override the actual animation from gesture controlled layer.
which this means??...
It stop your hand from reacting to gesture.
so basically the problem im having?
Most likely.
how to i make it so it doesnt bug
Probably add AnimatorLayerControl state behaviour to control the layer weight.
When gun off, set layer weight 0, when gun on, set layer weight 1.
how do i add a animatorlayer control?
"Add Behaviour"
so what now
It should be quiet obvious.
gesture
what if zoom doesnt work anymore
it became super slow even though I set it to 2x
like that right
How did you count the layer?
Okay, I have an animation that I want to constantly play with a toggle. How do I make a state do this?
?
And layer is number start from base layer 0. Count to your Gun layer.
you mean this
it is actually not hiddne weird
No.
Layer list in animator controller.

