#avatar-help

1 messages Β· Page 5 of 1

coral mountain
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I added the radius but it doesnt make the physbones blue

somber sequoia
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blue?

round pewter
coral mountain
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I have them activated

round pewter
# somber sequoia blue?

basically when you use physbone overlay activated they appear grey or blue on whether they are grabbable

somber sequoia
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oh in the game

round pewter
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yep

somber sequoia
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I test this stuff in play mode

coral mountain
# somber sequoia blue?

Alot of the times when I watched someone else physbone, the radius turns blue when you can grab them

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Ima keep messing with it-

gilded ocean
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anyone know how to fix this?

night ember
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use the same type of parameter

gilded ocean
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ik jack squat bout unityvrcTupCry

gilded ocean
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how do you do that?

left gull
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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

fair mirage
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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

gentle goblet
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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

sacred reef
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hm, does anyone know what type of error is this? i got it quite a lot when trying to upload my avatar

lilac musk
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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.

unique cloud
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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?

timber veldt
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Could someone pls help me w this? I've been trying to air link my pc to my headset but i keep seeing this

balmy barn
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try steam link (free) or virtual desktop (paid) instead, airlink isnt good

halcyon zenith
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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

gentle goblet
junior void
mossy ridge
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any1 got a good viseme guide?

junior void
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i use the oculus one and a mirror x)

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unless you meant unity stuff - i understood it as "make blendshapes for visemes"

mossy ridge
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yeah that is what i meant

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blendshapes

forest dawn
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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.

unborn rapids
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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?

stable isle
unborn rapids
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I deleted ALL my animations layers just to make sure nothing is setting them.

ornate stump
unborn rapids
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I do have Gesture Manager in my project, yes. Though I didn't even click on it yet (which seems to initialize it?)

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I haven't included those parameters in here

ornate stump
unborn rapids
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Wait so will my VRCAvatarParameterDriver just not work while I have Gesture Manager?

ornate stump
unborn rapids
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B-but it doesn't work already!

unborn rapids
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Normally it does here.

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Wait, maybe it does work! I have something to try.

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Okay yeah, the debug menu does show it!

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Thank you!

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So they do work!

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However I still have an issue - it seems that these values cannot be read in my Conditions..?

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I'm confused... Mmm...

unborn rapids
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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.

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Hmmm! Seems my actual issue is that it went to the wrong sub-state machine!

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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!

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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.

ornate stump
unborn rapids
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Hmm, they're all set to equal, and range from/to 0<->3

ornate stump
unborn rapids
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I don't actually know..! :o

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Huh!!

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Omg that makes so much sense!!

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It'll always go to Entry->Linear

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Thank you!! two_hearts_5

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That's probably it!

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Omg!!! I think Any State works between ANY LAYER

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That'd be SO WEIRD!

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Yeah!!!

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That's what that is!

unborn rapids
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Okay, this throws me off completely then; I was doing it Toooooootally wrong ^^

hardy sun
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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?

unborn rapids
junior void
hardy sun
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Well, I wouldn't have caught that before, the bones are not in the arms but in the cape

junior void
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You should do that in blender

hardy sun
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Or actually, just look at Unity and then find the bone in Blender and rename it

junior void
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Why not set the armature to "in front"

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At least you can see the bones easier then

sly lodge
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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

junior void
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The first bone in your hierarchy should be hips. Go from there

hardy sun
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Actually, it looks like I'm missing more bones, I just didn't notice it because of how Unity mapped it

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Well, the bones have names now, or at least the bones I can actually figure out the names for

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Did I mention that I have aboslutely no idea what I'm doing?

junior void
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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

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Keep in mind fingers and toes are optional

hardy sun
quaint hound
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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:

quaint hound
ornate stump
junior void
quaint hound
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what

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😭

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i have 2 of the same avatars, how would I go about doing that?

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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

ornate stump
# quaint hound so, like

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.

quaint hound
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how do I move the bones from the "old" avatar into the new avatar without messing everything else up?

hardy sun
ornate stump
quaint hound
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Yes, mostly with a few missing objects

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the armature is the same however

ornate stump
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Might not work perfectly but lot of time saved.

quaint hound
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ph ,y

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oh my god

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i

junior void
quaint hound
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id kiss you if i could

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holy christ thank you

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I Hate Unity Jank!

ornate stump
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By moving individual bones.

quaint hound
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it follows the hip bone

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good enough

ornate stump
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Also make sure that materials slot match with what it needs.

quaint hound
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welp seems like it works

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you are a hero

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god bless you

ornate stump
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Yes. That works.

junior void
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I feel like im witnessing a violation xD

quaint hound
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sorry that my avatar has scoliosis

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are you scoliosis-phobic or what.

ornate stump
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Are you referring to my janked solution or offset spine?

quaint hound
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(your janked solution is absolutely not jank

junior void
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Im referring to the way robin is humping you hahaha

quaint hound
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WHAT

junior void
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Its cute

quaint hound
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IM WHAT?

ornate stump
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You mentioned it now I felt it that way.

quaint hound
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WHAT?

junior void
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Hahaha sorry lol

quaint hound
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we love this

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dont we

junior void
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Furry avis are just... well

quaint hound
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there isnt even that much in the quest one 😭

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i just havent found the time to decimate it in blender

hardy sun
ornate stump
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3 years of making avatar and that solution just came up for me last minute.

quaint hound
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i still love you for it

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i was struggling for it like 2 hours now

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longer if you count the time i ragequited for

junior void
hardy sun
junior void
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Not really, no xD

unreal pasture
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my afk idles work but afk out does not work

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where tutorial

hardy sun
# junior void 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

unborn rapids
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Is there a way to have another if I ever run out of space?

left gull
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VRCFury has a unlimited parameter script but i dont think you can have multiple parameter lists on a single model

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fair warning the VRCFury thing can get a bit buggy if you're using too many extra/really complex things with it

unborn rapids
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Ohhhh I see, thank you!

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Is there a way to check if finger tracking is enabled from my avatar?

limber sage
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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.

buoyant thorn
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how do you animate the Speed property of an animation?

junior void
buoyant thorn
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I wish there were good physbone colliders that wasnt so oval so it could stop stuff from moving through and not just slide 😒

balmy barn
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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

feral abyss
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...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

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sorry, 10 times, we have 2 hands

junior void
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mesh data transfer

feral abyss
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yippee!

buoyant thorn
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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

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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

feral abyss
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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)

buoyant thorn
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oh wait im stupid i shoulda put it on multiplier not motion time

junior void
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Mirror modifiers work by taking your object origin as reference point

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The orange dot

feral abyss
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ah, so i gotta move the object origin to world origin, kk

junior void
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You can just select an object and i believe ctrl + a? (A=apply) apply transform -> location

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Also, see top tab "object" -> set origin to...

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Play with that, itll make sense

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Could be shift a as well, i keep confusing those

feral abyss
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shift a is create menu, you got it right first time, okay, mirror modifier working, now to separate the mirror created object

junior void
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Apply the mirror, then select one of the sides, hit p -> selection

feral abyss
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...never mind, cant apply mirrors to things with SHAPE KEYS. Goddamn it...

junior void
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You can also use symmetrize under "mesh"

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Or if you didnt change vert count, use an addon to apply mirror despite having blendshapes

feral abyss
real lion
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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.

feral abyss
real lion
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It just says I don't have permission to build avatars

left gull
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?upload

flat muskBOT
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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

real lion
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I'm not trying to upload it.

left gull
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test likely falls under the upload restrictions

real lion
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Oh, it's a bit at odds with the welcome message lol

left gull
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hm i always thought that meant like test in unity vrcBotThink

real lion
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yeah, It's I thought but hitting play when messing with an avatar doesnt do anything

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Unless it's referring to worlds?

left gull
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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

junior void
feral abyss
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...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?

junior void
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Try to apply all transforms, not just location

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Whenever it seems angled, check under "item" tab on the right that your rotation is 0

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An alternative is trying blendshape transfer, yes, as long as the nails have same vertice number

jagged wadi
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"attempting to upload an avatar we dont own" what do i do

junior void
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Read first 3-5 errors

static cipher
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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

jagged wadi
feral abyss
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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

junior void
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Looks like you used mirror while the shape key was active

feral abyss
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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

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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

junior void
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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

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Just gotta adjust weights so the nails stick to each finger rather than all to the one finger they came originally from

blazing hedge
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How difficult is it important models?

feral abyss
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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

junior void
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Once you combine all nails into one object, the blendshapes that have exact same names will be merged

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Si you wont have 10 blendshapes, one for each finger. Unless you rename them individually

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My english is going to shit lol

jagged wadi
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avatar not uploading

feral abyss
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...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!

junior void
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Are you saying you want each nail toggleable individually?

buoyant thorn
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how do you people do the see through hair infront of eyes?

feral abyss
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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

junior void
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Good lord

feral abyss
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i wanted customisable nails, never knew why i didnt see any. guess i know why now

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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

jagged wadi
junior void
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Yea itd feel like stealing for sure

feral abyss
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maybe one day ill make my own nail model to go along with it, thatll be the day

jagged wadi
junior void
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I already feel bad for looking at other model's topology as reference lmao

jagged wadi
timber wharf
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errors go top to bottom, find the first red one

junior void
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Theres over 300

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Clear first

timber wharf
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after clearing and building again ye

wind skiff
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borked sdk and a missing script somewhere

wind skiff
timber wharf
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oh video doesnt take clearing into account πŸ€·β€β™‚οΈ

jagged wadi
timber wharf
#

well its poi, probly avi already had one (when it shouldnt), remove it from assets

jagged wadi
jagged wadi
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??

junior void
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People have lives. Some of us have crying children, sick babies, jobs, etc

jagged wadi
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can someone help me

feral abyss
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it may be worthwhile searching online while you wait. someone, somewhere, on the internet has had the same issue. image search is your friend!

jagged wadi
neat coral
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also how do I do that as it has VRCfury but dont see that option

somber meadow
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It’s a component you can add to the root object of your avatar (the object with your avatar descriptor)

feral abyss
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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

misty laurel
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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?

feral abyss
wind skiff
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by acting like you are, people won't want to help you

arctic ginkgo
junior void
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Remember that every object you weight paint adds a skinned mesh renderer in your avatar statistics

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You may want to rethink keeping all nails separated

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Id merge them to the body and use blendshapes to hide them inside the finger tip for toggles

feral abyss
twin raft
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you can do that very easily

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completely irrelevant from meshes

icy iron
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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?

static cipher
icy iron
austere bay
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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

junior void
west cipher
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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

icy iron
wispy spear
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should i set the weight to these as 1?

junior void
icy iron
winter edge
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Does anyone know of a tutorial somewhere to get perfect proportions with FBT between avatar and your IRL body?

charred ravine
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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?

weak dune
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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.

spark walrus
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HOW COME some avatars pets u cant see if u dont show avatar

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but this one u can see it

orchid tree
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so i'm trying to find the animation layers so i can copy one for my FX and uh...

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that may be a problem.

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i've tried SEVERAL times to reimport stuff, different projects

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nothinn

whole raven
orchid tree
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vrchat creator companion is how i set up my project.

whole raven
orchid tree
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what?

whole raven
orchid tree
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the vrchat sdk comes with example gesture layers, i went to go search for it and its just not there.

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i'm not importing any animations

whole raven
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the default animations?

orchid tree
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yes, the example layers

whole raven
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sorry

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cant help ;w;

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anyways, good luck there

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and oh

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I have a question

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do u know how to get the avatar off the motorcycle pose?

orchid tree
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when you click play? clear this right here

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but if its just in that pose look in your animation tab and see if you're previewing an animation

whole raven
steel tapir
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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.

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here's how the expressions & whatnot are set up in unity, if that helps.

orchid tree
left wharf
steel tapir
left wharf
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every other bone goes into falling position
This happens in unity too?

steel tapir
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in the little preview window, it's fine; or are you talking about somewhere else inside unity?

left wharf
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Yeah I mean β€œwhen using GestureManager or AV3Emulator, is the avatar fine?”

halcyon zenith
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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

steel tapir
left wharf
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Ok then exit play mode and show me your scene view.

steel tapir
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do i just take a screenshot of the entire thing?

left wharf
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Yes

steel tapir
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(the animator is currently looking at the FX layer, for some reason. don't mind that)

dark jay
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Can someone help me with weight paints I got it almost 100 % more like 80 to 90% there

jagged warren
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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)

dark jay
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Plz

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Im bashing my head at this point

left wharf
# steel tapir

I sometimes ask when I help someone’s avatar customizing but why did you unpack the avatar’s prefab?
Using unpacked prefab is harder way than packing prefab because if avatar is broken in unpacked prefab, you can’t revert the changes.

steel tapir
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i unpack the prefab to give myself more leeway to add/change things

left wharf
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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

steel tapir
spark walrus
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what if I spawn my model multiple times into the world>?

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what happens?

steel tapir
spark walrus
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what if

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guys

steel tapir
left wharf
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Take your texture to illustration software such as AE, GIMP.

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Yeah take png file to GIMP or AE

dark jay
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Its the clipping in the orange part

jagged warren
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(Note: the audio previously worked, I was just updating the model and now it doesnt work)

left wharf
steel tapir
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all of the animations are in the action layer

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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.

left wharf
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Try reimport the animation asset. If animator or animation is broken, it may fixes.

spark walrus
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or one acts dead?

twin raft
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use masks

steel tapir
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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.

left wharf
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Oh that’s so bad news… I wish you good luck!

spark walrus
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so when i drop my character

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twice into the unity world

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i am going to control both of them?

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or will VRC SDK give me error when I try to upload the avatar twice at once?

left wharf
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OK so you want to make one avatar including two characters, right?

spark walrus
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i wanna know what happens

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if u drop ur avatar twice

steel tapir
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(it works now BTW)

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i appreciate the help

steel tapir
halcyon zenith
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"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 πŸ™‚

spark walrus
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what happens if u

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drop ur avatar twicei n unity?

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and upload

left wharf
spark walrus
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it is clear

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drag ur model into the scene twice

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upload

left wharf
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Then, I will say β€œnothing happening when upload”.

maiden portal
#

Hey, how do I have my avatar keep this tired look on his face when I upload it to the game?

spark walrus
left wharf
maiden portal
spark walrus
#

why? did u buy it?

maiden portal
spark walrus
#

i can upload it as private

#

πŸ˜‰

maiden portal
spark walrus
#

where
?

#

add me

maiden portal
maiden portal
maiden portal
left wharf
maiden portal
static cipher
young matrix
#

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

cinder flicker
#

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)

pulsar minnow
#

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

halcyon zenith
ornate nebula
halcyon zenith
#

idk whats with the unstablility with unity now, pretty much botched alot of my projects with the force to upgrade

spark walrus
#

why is it grayed out?

static cipher
#

Unlock Shader button at the top of the screenshot under the Poiyomi 9.0.61

spark walrus
#

ty

static cipher
#

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)?

spark walrus
#

where did #avatar optimization channel go?

#

im getting this

static cipher
spark walrus
#

thc

static cipher
#

like how

#

it's this button here

spark walrus
#

okay

#

can u change the hyrachie bone parenting in unity?

left gull
#

think that's only possible in blender

spark walrus
#

damn

spark walrus
#

is it enough to refresh?

#

when I changedw the fbx ?

#

in another file

#

and overrrote the fbx

young matrix
#

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?

static cipher
#

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

spark walrus
#

skin gets super dark when using 'realistic' lighting type

#

why;?

#

overall eveyrhting else gets a bit darker too

#

but especially the skin

static cipher
#

Could be that your scene doesn't have a light in it?

spark walrus
#

it has]\

static cipher
#

Strange, maybe try this option and just replace your original file with it?

spark walrus
#

isnt everything connected to my upper chest as it is supposed to?

static cipher
#

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

cinder flicker
#

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

spark walrus
#

arent they parented?

static cipher
#

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

ornate stump
# spark walrus arent they parented?

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.

spark walrus
#

ok

#

screenshot to here/

#

?

ornate stump
ornate stump
ornate stump
# spark walrus

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.

balmy lantern
#

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

ornate stump
spark walrus
#

if i remove upper chesrt assignment it wont move well, would it?

ornate stump
spark walrus
#

what do u mean by removing upper chest assignment?

ornate stump
spark walrus
#

didnt work

#

same error

ornate stump
spark walrus
ornate stump
# spark walrus

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.

spark walrus
ornate stump
spark walrus
ornate stump
spark walrus
ornate stump
# spark walrus

So you didn't show the problematic bones in blender. How is the actual chest and shoulder bone relation in blender?

ornate stump
spark walrus
spark walrus
#

looks like it is in the right order

orchid cloak
#

can anyone help me upload a avatar I got?

#

I am a beginner and i would like to learn

halcyon zenith
#

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

somber sequoia
#

if they're one object you'd have to split it in Blender.

halcyon zenith
#

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

left gull
#

does the page description list off any dependencies you didnt import?

halcyon zenith
#

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??

left gull
#

it doesnt seem like a unity/PC issue more like whatever you did to "edit" the watch messed up the arms vrcBotThink

halcyon zenith
#

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

spark walrus
#

my feet are all into the ground

#

in unity all looks normal

halcyon zenith
#

still squiggly arm

#

with 0 errors in console so im lost

spark walrus
#

help with my feet

#

pls

somber sequoia
#

you have to go into armature edit mode if you want to delete bones

somber sequoia
spark walrus
somber sequoia
#

bring it into blender and check where the object's origin is, make sure it's at 0,0,0.

halcyon zenith
#

can gesture manager cause issues in unity now? i dont remember it acting as wonk as it does nowadays

somber sequoia
#

current versions seem to work for me

halcyon zenith
#

thanks for the info ill try that

#

i guess its not needed huh?
the toggles already was set and were functional

spark walrus
#

where do i get the location:>?

somber sequoia
#

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

spark walrus
#

too long

spark walrus
#

ridiculous to watch a video on that

mossy swan
#

Question...where could the disconnect be?

spark walrus
#

even the image proved it

spark walrus
#

it's not reading the value

mossy swan
#

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...

spark walrus
#

and added parameter to ur script + layer?

mossy swan
spark walrus
#

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...

spark walrus
junior void
#

Do you maybe have your eye bones mapped in the fbx rig config?

unreal bobcat
#

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

junior void
#

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

unreal bobcat
#

the main thing currently is trying to get the head portion to swing around on its own

junior void
#

I'm not sure I get what you mean

unreal bobcat
#

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

ornate stump
#

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.

unreal bobcat
#

well, it made it move faster into position

ornate stump
unreal bobcat
#

yeah the video posted above was after 5 hours...

#

we are getting closer though, i'm playing with the curves rn

ornate stump
#

There are some sweet spot for values between pull, momentum, stiffness. The sweet spot is a bit hard to find.

junior void
#

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

unreal bobcat
#

yeah i always do it in play mode, waaay easier

solemn tangle
#

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.

fallow gulch
#

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?

solemn tangle
#

it's just a simple material swap, supposedly swapping from the original style to the "Iron Patriot" style

fallow gulch
lime lance
#

running into an issue where a depth light is effecting the lighting of an avatar

fallow gulch
solemn tangle
#

yes

fallow gulch
#

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

solemn tangle
#

I thought it was 1 animator line thingy per layer?

#

as in i would have to use 2 different layers for both styles

fallow gulch
#

No, you can have many many states and things on 1 layer

digital pelican
#

Hello good people

#

Do you know what models are those ?

fallow gulch
digital pelican
#

Okii

worthy urchin
#

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

fallow gulch
#

VRC Constraints work a bit differently than Unity constraint, when you hit the Activate or Zero button

worthy urchin
#

i just used the checkmark not the button but i'll try removing and re-adding

fallow gulch
#

Aye, I have seen that in the video

worthy urchin
#

hmm re-adding the parent constraint does the same thing but now it snaps to the middle of my hips instead

fallow gulch
worthy urchin
#

no when should i?

#

or is not pressing it right?

fallow gulch
#

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

worthy urchin
#

thanks that seems to have worked but i still have to test in game

fallow gulch
#

I'm sure of it

quaint hound
#

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

fallow gulch
drowsy pulsar
#

What is this

quaint hound
fallow gulch
#

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

quaint hound
#

i know but this is an issue that only happens on MY avatar

#

so im looking for a way to fix it

fallow gulch
quaint hound
#

this is not world specific either, this happens in all worlds

fallow gulch
#

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

quaint hound
#

i know that the finger structure is like

#

fine

#

the wrist bone is pretty like

#

centered

fallow gulch
#

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)

quaint hound
#

even in that case, the average would be in the middle of the palm

worthy urchin
fallow gulch
#

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

worthy urchin
#

hmm then i messed something else up

fallow gulch
#

Unless you had multiple sources in there

quaint hound
worthy urchin
#

there's also an aim constraint that seems to be what actually broke

fallow gulch
worthy urchin
#

huh you're right it's still mapped in the animation....time to figure out what else i did wrong lmao

fallow gulch
worthy urchin
#

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

quaint hound
#

@fallow gulch ive found this but i genuinely do not know what this does AND how i can properly change these

split sentinel
#

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?

fallow gulch
#

As all avis come with contact senders on the Head, Torso, Hands, and I think Feet

quaint hound
#

yea

fallow gulch
split sentinel
#

yknow that makes sense XD

fallow gulch
#

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

quaint hound
#

is there a way to scale a avatar to a certain height aswell?

split sentinel
quaint hound
fallow gulch
#

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

quaint hound
fallow gulch
#

Np :D

somber sequoia
#

overwriting an existing avatar? Was the avatar prefab unpacked? 'cause that won't work...

quaint hound
#

if anyone has any idea on how to move the grip positions of an avatar (for vrc pickupables) please do tell

verbal rover
#

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

neat coral
#

PC and androids keep failing security checks, can anyone help, also getting this on repeat

#

also jsut got this.

somber sequoia
neat coral
#

when I had it in 2019 it was 10mb, how dose it go up 100 in 2022

somber sequoia
pseudo stone
#

LTCGI question: Am I allowed/encouraged to use shaders that can interact with this in avatars, or is it purely a world thing

somber sequoia
#

I do! It basically makes your avatar lighting be influenced by LTCGI stuff in the world

pseudo stone
#

Neat, another perk of the shader pack I use

somber sequoia
#

Same reason

#

well the PC one you'd have to examine further, the quest one is obvious based on the size

pseudo stone
#

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

pseudo stone
#

Prior to that it was hard capped at 1.2GB, then further reduced to 500MB on PC and 40MB on Quest

tiny coral
#

Can someone advice how to make it not transparent for Quest? Or is it a Blender thing to edit mesh?

pseudo stone
#

I don't know any two sided shaders for quest off the top of my head.

somber sequoia
#

I don't believe that's possible

sly lodge
#

but you can duplicate it partially, or extrude your clothing's end, make those faces black, and fill the hole

neat coral
sly lodge
#

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

vale cove
#

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?

wispy spear
#

Try checking the rig

#

?

#

Idk gang im trying

#

πŸ˜­πŸ™

stray scroll
#

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

junior void
#

You dont "transfer it to vr". You upload it from unity.

#

That requires a pc

sly lodge
junior void
#

I dont understand what osc has to do with it but ok

sly lodge
#

but it can be used for way more things than that

junior void
#

Thats news to me and i had fbt before

ornate stump
#

FBT can be controlled by osc. But FTB that's a part of steamvr doesn't need osc.

sly lodge
#

ah, I didn't know that, i have slimevr

subtle sigil
#

hello, i keep getting the warning that the avatar is too short and the origin is beneath the feet

junior void
#

That makes sense. I had tundras via steamvr but my slimes are on the way

ornate stump
#

I also have slimevr connected via steamvr.

junior void
#

So nothing will change for me then since im gonna stick with steam, sweet

sly lodge
#

ah, so maybe my slimes works without osc? i haven't tested it

junior void
#

Im worried about slimes response time x.x we will see

sly lodge
junior void
#

Yea

stray scroll
#

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?

sly lodge
#

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

spark walrus
#

Hey..uh...I have a problem on my avatar if anyone can help

ornate stump
#

<@&397642795457970181> Spam bot

subtle sigil
#

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

north obsidian
#

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

ornate stump
subtle sigil
#

yes

ornate stump
# subtle sigil yes

Make sure that your model's feet are at world zero, then use command "apply transform > position".

ornate stump
subtle sigil
#

i was almost jumping out the window

somber sequoia
subtle sigil
#

Btw, It says i have like a bazilion polygons but the model has less than 70k

ornate stump
subtle sigil
#

where do i do that πŸ‘€

ornate stump
subtle sigil
#

nop

ornate stump
subtle sigil
ornate stump
# subtle sigil

Then you will have to find the fbx file and enable Mesh read/write option in the file import settings.

subtle sigil
#

got it! thanks!

scenic comet
#

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

somber sequoia
# subtle sigil

possibly you can grow this window horizontally and it'll show the button

ornate stump
#

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.

somber sequoia
#

very weird.

ornate stump
#

It might be some mesh asset that isn't an imported asset.

scenic comet
#

wait

#

standard has emmision 😭

subtle sigil
#

how can i test physbones?

#

whenever i go into play mode this is all i see

#

and can't do anything

broken bone
#

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

subtle sigil
#

oohhh thank you!!

static cipher
#

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?

subtle sigil
#

do i need to have a single eyelid mesh for blinking?

#

only one eyelid moves

somber sequoia
static cipher
subtle sigil
# somber sequoia yes

is there a way to join them in unity or do i have to scrap everything and go back to blender?

somber sequoia
#

Blender!

subtle sigil
#

thanks!

somber sequoia
static cipher
junior void
#

On pc, yes. On quest, no.

static cipher
#

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?

somber sequoia
pure phoenix
#

should I be worried?

ornate stump
pure phoenix
#

okay

wispy spear
mossy swan
#

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

static cipher
#

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?

somber sequoia
#

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.

static cipher
#

Ah- so there's no way to like, make the arms have a size of 0 via the Blendshape?

somber sequoia
#

sure there is, but the bones will still move those vertices

static cipher
#

ah

#

So wait then, how would I separate the mesh but keep it linked to the armature?

somber sequoia
#

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.

somber sequoia
#

?

static cipher
#

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

somber sequoia
#

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

static cipher
#

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

somber sequoia
#

did you export them along with the rest of the avatar?

static cipher
#

Yes, but this is what shows in the package

somber sequoia
#

did you unpack the avatar prefab after dragging it into the hierarchy?

static cipher
#

uhhhh- don't know, but i've modified what the prefab was when i had the files and the changes applied

somber sequoia
#

is it blue or grey in the hierarchy?

static cipher
#

idk what part ur asking is blue or grey, so here's a screenshot

somber sequoia
#

that's blue, therefore "SlugcatPrefab" is not unpacked

static cipher
#

So do I do this?

somber sequoia
#

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.

static cipher
#

uhh-

#

okay dw i havent done it yet

static cipher
somber sequoia
#

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

runic ether
#

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.

glass valley
#

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

somber sequoia
#

oh very good

#

so not sure what's up with that prefab, might be something weird the creator did

static cipher
#

So, do I somehow just copy the arms over or smth?

somber sequoia
#

I'd build the avatar fresh from this new object, this way you can update it with blender.

static cipher
#

dang- how do I get the physbones and overrides to transfer then?

somber sequoia
#

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.

left gull
runic ether
#

I've posted this a while ago here before but I kinda got overlooked

static cipher
runic ether
#

oh

left gull
#

no i didnt?

#

i replied to a diff user?

runic ether
#

yeah that's a response to someone else

static cipher
#

oh sorry im dumb

runic ether
#

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

static cipher
#

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

mossy swan
glass valley
#

I couldn't read the instructions or get them translated properly

static cipher
somber sequoia
#

VRC Animator Tracking Control in Gesture or Action layers

#

set them to "animated" then optionally animate them

static cipher
#

wait where? are you talking about the Animator

somber sequoia
#

yes, in the animator

static cipher
#

cuz i have two animations that toggle between one another already

left gull
static cipher
#

What property in the animation tab do I use to make it lock in place?

somber sequoia
static cipher
#

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?

glass valley
somber sequoia
#

they won't be affected by player IK while in animated mode (i.e. the player can't move them)

worthy urchin
#

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?

left gull
worthy urchin
#

i'm trying to use the vrc left hanc gesture set to fist (1 IIRC) as my trigger condition

static cipher
worthy urchin
#

GestureLeft i think it's called

somber sequoia
somber sequoia
worthy urchin
#

got it, that seems to have been vaporized too. i'll re-add it

static cipher
#

You mean like one of these?

somber sequoia
#

those

glass valley
#

okay so i dont see anything about the missing scripts

left gull
#

what does the store/download page say?

static cipher
# somber sequoia those

soooo, i assume i just use a bunch of those to make the arms face similarly to the t-pose?

worthy urchin
#

hmm it's still not turning on the aim controller when i grab. what am i missing?

misty laurel
#

the avatar I recently bought has smooth transition on the facial expressions, how do I remove it and make it immediately snap?

somber sequoia
misty laurel
#

is this a joke answer? obviously I don't know where to do that

somber sequoia
#

No - I don't know what you do or don't know.

misty laurel
#

thanks for the help bud

junior void
#

Why so snappy

spark walrus
somber sequoia
#

yeah dunno.

misty laurel
#

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

ornate stump
somber sequoia
#

That's a perfectly reasonable answer to your question. How would I know that you require hand-holding if you don't say so?

spark walrus
#

for the problem i ment

junior void
#

He gave you a good answer

misty laurel
#

man you guys are some special cases aren't you

ornate stump
static cipher
#

okay both of yall chill, i understand that ppl need elaboration sometimes and it's hard to get that elaboration too

junior void
#

Yes, we are the problem

somber sequoia
static cipher
misty laurel
#

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?

spark walrus
# ornate stump I prefer to answer in public channel.

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...

junior void
#

At least it tells us you dont know how to get to the animator to do that

subtle sigil
#

i can't change the Y value for the aabb

ornate stump
misty laurel
static cipher
spark walrus
junior void
#

I help out here quite regularly lately

somber sequoia
#

@junior void I guess we know where we stand on this

static cipher
#
  1. 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
ornate stump
spark walrus
#

somwhere around there right

static cipher
#

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

subtle sigil
#

the minimum Y value for the aabb is 6.19, it won't go any lower no matter what number i put

ornate stump
misty laurel
spark walrus
ornate stump
misty laurel
static cipher
#

Click the equivalent to the FX Slug on my screenshot

somber sequoia
static cipher
misty laurel
spark walrus
#

ok i clicked on the fx

somber sequoia
spark walrus
#

this tabs poped up

#

now i suppose i need to look something

#

on the guns sector

static cipher
#

ohhhh, then i bet you that you can click the one down here instead

somber sequoia
#

but as you said, this is avatar help and not social debate, so I'll stop here.

misty laurel
#

jesus christ

somber sequoia
#

haha

ornate stump
misty laurel
spark walrus
#

like before the fx

#

layer

ornate stump
misty laurel
spark walrus
spark walrus
#

on guns

misty laurel
#

@static cipher what did you want to see in the parameters sub menu?

ornate stump
spark walrus
#

cogwheel?

somber sequoia
spark walrus
#

sorry i aint english native speaker whats that

#

oh

#

ok

static cipher
#

basically a screenshot of the stuff on each sub-sub-tab like this

misty laurel
#

right hand gestures

winged kiln
#

anyone know what tf is causing this

ornate stump
misty laurel
#

oh hold up, is this it?

static cipher
spark walrus
#

that makes em shoot

prisma haven
#

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 I’m 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.

I’ve 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. That’s really the magic of the RealTime stuff.

ornate stump
#

Is it controlling the right hand pose?

static cipher
somber sequoia
spark walrus
spark walrus
runic ether
spark walrus
solemn tangle
#

yeah, i tried to put both animations in the same layer like the guy said and now camo didn't work

ornate stump
misty laurel
spark walrus
static cipher
#

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

misty laurel
#

no sorry, the facial expressions that are tied to the hand gestures, yes

static cipher
#

sorry vrchat bot

misty laurel
#

D:

#

don't yell at me

static cipher
#

Ohhhhh, I get it

ornate stump
# spark walrus

Let me reword the question: what are that layer is for, why does that layer exist?

misty laurel
#

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

static cipher
#

Yeah, then I think that right side IS where you can manipulate the speed of the animations

misty laurel
#

and I'm just not used to having smooth facial expressions

#

but apparently the avatar creator likes it that way

ornate stump
static cipher
#

You can probably then drag those blue bars on the timeline-looking thing closer together to get the effect you're looking for

spark walrus
ornate stump
misty laurel
static cipher
#

Yah anytime, feel free to reach out again if you have any more issues

spark walrus
#

when i click on gun hand shoot

#

on the right

#

those are the parameters

ornate stump
spark walrus
bright silo
# runic ether I'm sorry, I don't want to be annoying about it but I can't find anyone else hav...

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.

ornate stump
ornate stump
# spark walrus

It's controling hand pose. That mean that layer override the actual animation from gesture controlled layer.

spark walrus
#

which this means??...

ornate stump
spark walrus
#

so basically the problem im having?

ornate stump
spark walrus
ornate stump
#

When gun off, set layer weight 0, when gun on, set layer weight 1.

spark walrus
ornate stump
spark walrus
ornate stump
spark walrus
#

gesture

ornate stump
#

And layer is number start from base layer 0.

#

Count to your Gun layer.

spark walrus
#

what if zoom doesnt work anymore

#

it became super slow even though I set it to 2x

#

like that right

ornate stump
static cipher
#

Okay, I have an animation that I want to constantly play with a toggle. How do I make a state do this?

spark walrus
ornate stump
# spark walrus ?

And layer is number start from base layer 0. Count to your Gun layer.

spark walrus
#

my model is invisible

#

cant see it

#

how do I clear hidden in blender?

spark walrus
#

it is actually not hiddne weird

ornate stump
ornate stump
spark walrus
#

4

#

i see nothin

#

all parts