#avatar-help

1 messages · Page 6 of 1

spark walrus
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left handf

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right hand

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and guns

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so 4

ornate stump
spark walrus
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so i should set it to 3?

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how are shoulders mapped?

spark walrus
ornate stump
spark walrus
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like this right

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what are shoulders parented to>?

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I mean the extra shulder bone

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not shoudler that moves arm

ornate stump
static cipher
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bump

junior void
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Whats an extra shoulder

spark walrus
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no its for this

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on layers theres no guns off option to add the controller

ornate stump
# spark walrus

You add behaviour on the wrong place. You have to add to animation states. Not on the layer.

spark walrus
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what is shoulder f or?

spark walrus
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on guns off it doesnt let me add anything

ornate stump
spark walrus
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what bone is this?

ornate stump
# spark walrus

Animation state is what show as rectangle in animator controller.

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I have to go and I won't be able to help you further.

junior void
spark walrus
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alright thantks for the help

spark walrus
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I used to not have any shoulder bone

junior void
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I dont get what youre saying

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Shoulder

brazen citrus
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how do i get rid of the gestures for the face? im trying to use FT and I reimported the FT and now it only shows gestures.

static cipher
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double bump time

spark walrus
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is there an option in blender to see what is father of who>?

somber sequoia
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does that mean loop, or just play once to enable a thing then hold?

junior void
static cipher
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This could be an xy problem though

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Basically, only the BlendShape weight is changing in my animation, but none of my other Animators in the animation are working (even though they fully work when previewed)

somber sequoia
static cipher
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Animation layer?

somber sequoia
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oh boy. Part of the animation controller....

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Wherein you can run animations based on conditions (i.e. variables changing) to do various things....

spark walrus
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says they r all childs of spine

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which looks fine to me

static cipher
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uhh- that's this, right?

somber sequoia
spark walrus
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upper chest

real lily
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guys im trying to make my own costom draw kill funtime foxy avatar but cant could someone help me

somber sequoia
somber sequoia
real lily
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i dont rilly have money so i cant get someone to make it for me

spark walrus
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it is all connceted to that center bone

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shoulder bone called clavicle to spione4

static cipher
real lily
static cipher
real lily
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me?

static cipher
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yes

real lily
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13 yes

somber sequoia
spark walrus
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i cant find the mistake they are all parent of spine 4

static cipher
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okay, good, just checking since the age requirement for vrchat and discord is 13

real lily
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ik

somber sequoia
# spark walrus like this:?

I'm not sure what most of that is but it looks like too many bones from root to shoulders, so you'll have to figure out what to put in the rigging boxes.

static cipher
somber sequoia
real lily
static cipher
somber sequoia
real lily
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iv serched tutorials thy just confuse me

solar oriole
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so the vrchat companion wont launch unity for me? like if i select the 2019 version instead of the 2022 version it just yells at me about a license, which i 100% have a personal license. I genuinely don't know what to do.

spark walrus
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i deleted redundant bones

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now it is very clear

shrewd stirrup
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does anyone have a good physbone earring setting?

static cipher
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No checkboxes anywhere I look

somber sequoia
spark walrus
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error doesnt go away

static cipher
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Ohh, you meant that I should:

  1. Locate the animation I'm wanting to loop in the Project/Assets tab, then
  2. Click on it, and finally
  3. In the Inspector, click Loop Time
somber sequoia
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that!

static cipher
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Alr

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I'd recommend giving more step-by-step instructions tbh, and elaborate when someone asks about a question about a step, but that's just my style of helping

somber sequoia
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sure, but I keep saying stuff like watch basic tutorials and things, and assumed you'd know what an animation clip is at this point.

static cipher
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yeahhhh thing is, it's really just use of terminology that's the main issue i think

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aw SHOOT it still doesn't work

somber sequoia
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if you come here for step-by-step hand-holding and aren't going to go dig in and read docs and watch tutorials and learn on your own, then probably this will end up being a frustrating experience for everyone. Some balance is good here 🙂

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Again, happy to elaborate on most of the answers I give, I don't know what you do or don't know.

spark walrus
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how do i fix this>?

static cipher
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Okay, I think I know what the issue is. It's that the Animators don't activate. These ones.

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They seem like they SHOULD do something, but they don't, even though they have unique values assigned to them that would make their positions be that of a t-pose. They work in the preview but never do ingame. Thus, yeah, I think I need to find an alternative to the animators or otherwise get them to work.

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So, now how might I do this?

snow elm
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so they work in unity but not ingame?

static cipher
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Well, not even

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They work when I press the play button (shown in image), but they don't work either ingame nor when testing with GestureManager.

snow elm
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which animator are you placing these animations in?

solar oriole
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im so mf frustrated, literally none of the creator companion wants to work lol

somber sequoia
static cipher
snow elm
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yes all animations that move your main armature belong in the action layer

somber sequoia
spark walrus
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the error could be somewhere else in the spine

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it's just a sugguestion to check the shoulderand neck connection

somber sequoia
# spark walrus

hips -> spine -> chest -> optional upper-chest -> shoulders, neck

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anything else is not valid and must be reworked somehow.

static cipher
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So after moving it to my actions layer, do I delete it from FX layer or keep it there too?

somber sequoia
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Delete from FX - you can do other things in FX based on the same conditions though.

snow elm
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remove it unless your animation also drives a blendshape or a toggle

hot lava
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Hey Y’all! I have a question regarding shading on an avatar while using Poiyomi shaders.

In some worlds there are light sources that affect different pieces of the model. I’m assuming it has something to do with the shaders used for the material.

The instances include lighting in popcorn palace’s private rooms or Rainy daze (will provide picture example)

snow elm
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im not seeing the issue

static cipher
snow elm
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yeah that would be a job for the fx layer though I think its fine if its just in the action layer

somber sequoia
hot lava
snow elm
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are the ears part of the head mesh or seperate?

astral atlas
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Trying to make a radial slider for gravity on a tail but the tail doesn't update unless I respawn the tail. Any clues?

hot lava
snow elm
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seperate?

hot lava
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Yeah sorry that was clear they are separate

astral atlas
snow elm
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ok select all the meshes on your avatar and set the anchor override to your spine or chest

astral atlas
snow elm
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its just where the light probes get hit, the rest of your mesh will be lit by that probe

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so it doesnt matter too much, just avoid the feet

hot lava
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Thank you so much! Any tutorials I could use or photos to do that? 😁😅

snow elm
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in the skinned mesh renderer settings under the probes dropdown

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play around with which anchor override you prefer different worlds offer different results

spark walrus
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😮

snow elm
# static cipher ah alr

to avoid extra layers you can just remove it from fx if its part of that animation from earlier. The only concern would be if something in your fx layer is driving that blendshape causing it to override whatever is done in the action layer

spark walrus
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keep getting error.

static cipher
# static cipher ah alr

So you're saying, remove it from the fx and only have it in the action, since they're the same animation?

somber sequoia
# spark walrus

Placing them in the right slots does not make the armature hierarchy correct - did you redo it in Blender first?

static cipher
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Well that's an issue...

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When I remove it from the FX Slug, pressing my toggle doesn't do anything anymore.

spark walrus
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i did

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i cant see bone anymoer though

snow elm
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make sure you remake the transitions and add the parameters into your action layer

spark walrus
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but it exists in objnect mode

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hierachie is correct

snow elm
spark walrus
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i know

static cipher
spark walrus
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i didnt make the rig

snow elm
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your import settings in blender may be off

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give this a shot in import settings

spark walrus
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ok

static cipher
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Is it because of this in my states?

spark walrus
snow elm
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Are you importing an fbx?

spark walrus
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yes

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fbx

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there are some bones that dont really exist

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i've already deleted them but they still show in the hierachie

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is that a problem:>?

glass condor
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Anyone good with Blender and CATS? I want to join the meshes of my character, but it completely wipes out the texture slots on my character. When I add the fbx to unity, there's only one slot on the Body for Materials/Textures, instead of the 6 it should come with. What happened?

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It's just one texture slot. Is there a way that I can join all meshes without wiping out the 6 texture slots?

runic ether
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I created an avatar that could be used as a fallback and it said that I could do that in the builder, but after I uploaded it and joined VRC, I didn't see it listed in the fallbacks. How long does it typically take for VRChat to recognize it as a fallback compatible avatar?

spark walrus
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perfect hierachie

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st ill error

hollow meteor
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how do I stop this from happening ??

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everytime I weight paint some kind of warmers it always attaches to the other warmer

spark walrus
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i fixed it

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when i clicked select error

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it highhlighted this

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and I see neck is subcategorie of some invisible bone?

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either way i deleted that invisible bone or fodler

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whatever it was

junior void
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Just deleting bones causes deform issues

junior void
hollow meteor
snow elm
hollow meteor
junior void
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It looks like you painted it and the brush stroke bled onto the other side bc its too close together

snow elm
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Typically it's something to do with vertex groups so make sure those are all proper

flint grail
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does anyone know how to fix this error? I can't convert any of the bones on my avatar's head into physbones! :(

dusk pulsar
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I made an outfit toggle.
Works fine for my side; For others - they see the previous outfit.
PC

Forgot to sync....

night ember
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export settings

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(or import settings)

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commonly its the endbones setting

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in which case you are actually changing the fbx

junior void
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Disappear sounds like fbx was replaced on an unpacked prefab

thorn eagle
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Can also be the fbx scale, might wanna try exporting with it set to "fbx all" instead of "all local"

junior void
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Usually that creates a stick figure, not an entire ghost though

glass condor
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UPDATE: I fixed the earlier issue, but now my model in unity is like this:

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the model itself isn't aligned with the uhh..."origin". (where the scale selection is.) Is that normal or do I need to fix it? And how do I fix it?

junior void
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Top left has an origin setting, you juuuust cut it out of the image

glass condor
junior void
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Yes

glass condor
junior void
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Your avatars origin should be at the feet or else your view point might be off

glass condor
junior void
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Apply transforms in blender.

glass condor
junior void
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Select all objects, shift + a -> apply all transforms

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3 clicks ;)

glass condor
torpid sedge
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how would i change the default toggle for an avi? like make the default a different hair style than what it normalyl comes with

junior void
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Have your mouse be in the scene view in blender

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Also check that youre in object mode

glass condor
near rover
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How can I get the vrc announcements in my server

glass condor
junior void
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It could also be ctrl + a

glass condor
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ooooh yep it's that

junior void
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My bad

glass condor
junior void
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If the orange dot is at the world center, youre good

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Keep in mind your armature is also an object

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You need to zero out transforms for every object

glass condor
junior void
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Next to the hierarchy on the top right where the scene view edge is at, you should see little tabs, right?

spark walrus
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what does this mean?

junior void
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If not, hit n while mouse is in scene

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One tab should be called "view", another "item"

glass condor
junior void
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Under "item" you will see transforms

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Rotation, location and scale should all be zero

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If not, you need to apply it

glass condor
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it's the same for the XYZ and it's on all bones

junior void
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Yes, sorry im tired

glass condor
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Helped a noob out GREATLY

junior void
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I should go to bed ngl x.x

glass condor
glass valley
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I am gonna have to grab a screen shot later and send it

left gull
# glass valley I am gonna have to grab a screen shot later and send it

If you know the creator name/asset name i could check for you i went back in the messages and found the page, it seems like the 3 dependencies are: Modular avatar, Liltoon and whatever 円形ゲージシェーダー is most likely (specifcally that last one says to only add the shader from 円形ゲージシェーダー and nothing else from the package as it causes errors)

glass condor
left gull
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weightpainting issue probably vrcBotThink

glass condor
left gull
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one of the feet likely has a bit of weightpainting on the wrong bone (the other foot in this case) just erase the weightpainting thats in the wrong areas

tulip pasture
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strange issue here, using cats to merge bones like i usually do in blender but now its deleting my ear bones idk why

snow elm
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do your ear bones have any weight?

tulip pasture
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yes

tulip pasture
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just doing this its never deleted random bones before

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its for a unrelated item too

snow elm
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odd

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is it just the ear bones that go away?

tulip pasture
tulip pasture
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they just poof after merge

snow elm
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does the thing youre merging with also have those bones?

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try running the operation again with merge off and see how it behaves

glass condor
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So uhh

how do I fix this weight painting issue

tulip pasture
snow elm
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select your vertex group for the opposite foot and remove any undesired weight

tulip pasture
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i tried renaming the ears aswell

snow elm
tulip pasture
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no its an outfit from another one of my models

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ive done this dozens of times never encountered this

snow elm
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yeah id have to recreate the issue to figure it out

tulip pasture
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ill keep working on it, maybe ill detach and reattach the bones or something

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or bring the ears back in again which is annoying but might be the only fix

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thanks for input

snow elm
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yeah try some things outs, like other armatures to merge to see if its something on your main armature or the ones youre trying to put on

tulip pasture
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i was having same issue with a collar yesterday on same avi but that didnt need to merge any bones

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cause its just weighted to neck

snow elm
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could I ask which version of blender and cats youre using?

tulip pasture
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cats 0.19.0 and blender

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uhh

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2.93 i believe

snow elm
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oh ok shouldnt have any issues in that regard

tulip pasture
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yea i tried to get cats as stable as possible

snow elm
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there is an unofficial cats version that allows using higher versions of blender

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though that wouldnt solve your problem I dont think

tulip pasture
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ehh id rather readd the ears

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cx

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waittt

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could the word merge cause an issue

snow elm
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not sure maybe

tulip pasture
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i renamed the root but lemme try those

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omg that was the issue

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wierrddd

snow elm
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yup it be like that

tulip pasture
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now half the ears unweighted themselves

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😭

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maybe gotta rename the weights in the inspecter

snow elm
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nothing ever goes smoothly

tulip pasture
#

got it all sorteddvrcEretNice

grizzled lichen
#

im making an avatar and when its in vrchat it says it has 2147483647 triangles, but in blender it says it has 2,412, and i dont have any separate objects for toggles and such it's the same model in both

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also my old account @spark walrus got hacked this is my new account

teal marten
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so uh when i go into pose mode and move the shoe it doesnt move or last night it moved but horrible idk what to do

safe wyvern
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Hey so I'm trying to upload this avatar but for some reason it says that I haven't mapped stuff but when I go to check it's all mapped I don't know much about unity so it might be an obvious error can anybody help?

safe wyvern
safe wyvern
spark walrus
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anyone here?

long sierra
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How would I make multiple meshes toggle based on 2 variables: One of them has to always be 1 for any of the meshes to be visible, only one mesh should be visible at a time, and the other variable has to be 0 (For the first mesh), 1 (For the second mesh), 3 (For the third mesh), and 4 (For all meshes to be hidden)

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I can't figure out how to make it work based on two variables instead of a single one

white sparrow
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going to shill this, in hopes anyone else has encountered this. its infuriating. and vrc constraints dont fix it either

somber sequoia
spark walrus
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glitch lmao

grizzled lichen
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when i try to publish the avatar it says this and then removes the avatar info and selected avatar and thumbnail options

paper stirrup
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hi, im a beginner with avatar development and the first avatar im making (uses uzuruha base) prompts me with this message when i upload to quest and the colors are broken please if anyone knows how to resolve this tell me thank you

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it uses liltoon shaders on pc

sterile cedar
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never upacked prefab but it broke a lot of things in unity after updating in blender, is there a simple fix around this issue?

spark walrus
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why does vrcfurry get installed into packages?

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doesnt work for me anymore

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it used to be installed in assets

somber sequoia
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because modern packages use Unity's packaging system, it's overall better.

spark walrus
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i dont understand the difference btw gogo loco and vrc fury

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seems like vrcfury has gogo loco already inbuilt

somber sequoia
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they're completely different things

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no, but vrcfury provides an easy method to add gogo loco to an avatar

spark walrus
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it did nothing

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it is in packages

somber sequoia
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it being in your project has nothing to do with whether it's on your avatar or not

spark walrus
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iot's not evne in my assets

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it didnt install there

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byut gogo loco has folder with vrc fury somehow

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so no need to install vrc fury

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if gogo loco comes wtih it

somber sequoia
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it doesn't

spark walrus
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but i installed gogoloco afterwards

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and it spawned vrc prefab in its folder

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@somber sequoia how do u explain this>?

somber sequoia
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I'm not really even sure what you're talking about here. vrc fury is a tool to make adding stuff to avatars easier. gogo loco is some in-game locomotion and stuff. Fury can add gogo loco to your avatar easily.

spark walrus
#

how did vrcfury prefab land in my gogo loco folder>?

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i've installed loco afterwards

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not before

somber sequoia
#

it's a vrcfury prefab which makes it easy to install gogo loco

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probably added by vrcfury

spark walrus
#

ur not understanding

somber sequoia
#

I don't actually use Fury to do this, so I will refer you to their documentation

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(I do understand what a vrcfury prefab is though)

spark walrus
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ok

wicked coyote
#

why does the SDK crap its pants when i change my password

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ive tried like 5 different passwords and both of my usernames (present and past) and none of them are wanting to work

spark walrus
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how come I cannot find my avatars in avatar search worlds?>

long sierra
somber sequoia
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where are you stuck?

long sierra
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Figuring out how to set the animation controller up

somber sequoia
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Do you have anything so far?

long sierra
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Basically the meshes I'm talking about are part of the swappable outfits my avatar has, except this part of the outfit can be toggled off, and I want the variable to check which outfit is being used, in addition to if the toggle is enabled

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And are conditions handled as AND basis, or OR basis? (As in, does it try to find if all of the conditions are true simultaneously, or does it try to find if each individual condition is true, even if others are false or N/A?

somber sequoia
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and

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I'd do something like this (obviously add return conditions)

long sierra
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That explains some of the issues I've been having

somber sequoia
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if you want an "or" drag a second transition line, you can have multiple

long sierra
somber sequoia
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yep, that indicates multiple conditions, it'd logically be an OR

long sierra
somber sequoia
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I don't see the need for any OR statements here though

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oh actually you're right

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except I'd just go from all of those, if var1 != 1 then exit

long sierra
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The problem is that it needs both types, AND in addition to OR

somber sequoia
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not sure where

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based on how I'm reading your initial problem statement

long sierra
somber sequoia
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from "summer outfit" you can have conditions to go to the other outfits, but then one extra transition to Exit if var1 is no longer true

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with WriteDefaults on, that means everything will be back to the default, which would be everything off.

long sierra
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so put WriteDEfaults on WiimakeOutfit since that's the default outfit?

somber sequoia
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(if you want to do this with WD off then it's a bit more complex, you need an "off" animation)

long sierra
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one of the outfits does have all meshes disabled

somber sequoia
#

er, no, you either use Write Defaults on for everything, or off for everything.

long sierra
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and if you're wondering, it's for the shoes

somber sequoia
#

it's all just boxes on the screen from here, who cares what they do 🙂

long sierra
rugged gust
#

@foggy saffron Any chance you've got the files for phys_rig? IIIIII do not know how on EARTH I could get the files or VRCA without performing not so good things.

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Sorry if this wakes you up or any but I am, very very scared about other methods that just feel wrong despite getting permission.

orchid tree
#

okay, this is such a SIMPLE problem but im going crazy here.
Im making a boop contact reciever for the nose of this avatar, but it gestures simply dont work. its sending the facial expression, andd its above all layers to see if that would work, but nothing.

somber sequoia
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There's not really much reason to use AnyState there. You could do simply Entry -> off <-> on

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Otherwise, we'd need to see conditions to help debugging further

orchid tree
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I changed it to remove the transition from any state just to add

somber sequoia
#

oh if you're using a float you could do a blendtree instead too. Otherwise this looks pretty reasonable

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I notice you have Write Defaults off - I assume that's on purpose?

orchid tree
#

yes- i've tried on and off.

somber sequoia
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if so you need an actual boop off animation rather than the Empty one there.

orchid tree
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i dont see why it doesnt even do the animation for boop in the first place though, im so lost 😵‍💫

somber sequoia
#

your second image from the first set looks like it's activating that state though

orchid tree
#

yeah, the sender is activating the reciever, but the animation isnt triggering, Im thinking its something with the facial gestures, but im not sure how to fix that, since i mostly use the ComboGestureExpressions thing.

somber sequoia
#

so just to confirm: that animation state is active but the animation does not seem to be working?

orchid tree
#

yes!

somber sequoia
#

(you still don't need that AnyState transition at all)

#

ok then a guess is that something else is also animating whatever it's doing

#

like you're setting a blendshape in this animation layer that's also being controlled in another layer

orchid tree
#

i think that is the problem with the gestures i just need to find out how to fix that 😭

I might have to go back and redo the facial gestures in CGE

somber sequoia
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if it's not obvious which, I'd try disabling (weight = 0) all other layers, verify this works, then add them back one by one to see which one causes it to break

orchid tree
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ok. it was combo gesture expressions.

somber sequoia
#

yep

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I have one of these conflicts on an avatar of mine that I've been putting off fixing 🙂

orchid tree
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its especially hai_gestureexp

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UGHHH, thank you so much i didnt even think of troubleshooting the weight of the layers

somber sequoia
#

yeah! It's a really useful method

quick stratus
#

anyone got any idea what these are? it just appeared out of nowhere at some point right under my model, i dont remember creating them?

somber sequoia
#

They look like bones

quick stratus
left gull
quick stratus
somber sequoia
# quick stratus

Yeah this looks like a complicated setup to do something with bones, not sure what from here

left gull
quick stratus
somber sequoia
#

no idea!

rugged gust
south kraken
#

security checks failed on my avatar... but its not gonna tell me why
funniest part is im uploading it AGAIN, so ive actually uploaded it before just fine...
it is not a filesize, or vram issue so i have no clue

update: the next day it now works lol

left gull
#

there is also not any legal/safe/permitted methods to take "export it as a unitypackage" in the way you're thinking

rugged gust
#

Not really? You can just. Get them. From your steam local files.

left gull
#

thats still ripping.

rugged gust
#

Huh. Alright then gotcha gotcha. I'll just wait till they get back to me about it.

left gull
#

just be sure they give you the actual raw files that they 100% legally own because if its a case of illegal filesharing, it being ripped content etc it can/will get you banned vrcRat

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especially since they've got a pretty tight monitor on that stuff now

spark walrus
#

why is eveyrthing black>?

somber meadow
#

your maincolor is set to black

quaint hound
#

hello kazin

#

i require help.

somber sequoia
#

uh...

quaint hound
#

is there a way to move the point of where pickupables are held?

quaint hound
#

man i say something and the chat returns to silence

somber sequoia
#

been blendering. my guess is that's based on the contact location

quaint hound
#

how would i move it back

#

WAIT

teal marten
#

wheres a good website for free clothin?

spark walrus
quaint hound
ornate stump
spark walrus
#

it was the smoothness mostly]

quaint hound
#

or that

#

im dumb! :P

spark walrus
#

why does my character look low poly?

quaint hound
#

uhh i think youre gonna have to open the fbx in blender

#

unless you can switch it within unity

ornate stump
quaint hound
#

open blender, shade smooth the mesh, reexport

#

yea

spark walrus
#

cant do this in unity>?

ornate stump
#

No.

quaint hound
#

no clue tbh

#

i assume not

spark walrus
#

ok

quaint hound
spark walrus
#

thx

quaint hound
#

itll take me some tho lmao

#

do you have blender installed?

spark walrus
#

yes

#

I do

quaint hound
#

can you hop into a vc

spark walrus
#

ok

#

I dont see it

#

where is VC?

somber sequoia
#

edit mesh, go into face mode, select faces, right-click, shade smooth

#

but

#

if you have sharp edges you'll want to mark them first

ornate stump
spark walrus
#

I cant see, it's pitch black

quaint hound
#

oh

#

its ok just

#

right click it

#

right click it and it should have 2 options a tthe top of the menu

#

shade smooth and shade flat

#

click shade smooth on all meshes of your avatar

#

just press "a" then right click to select all of your meshes

spark walrus
#

there is auto smooth

quaint hound
#

you can choose auto smooth aswell i think

#

it shades smooth surfaces as smooth and i think tries its best to shade flat surfaces flat

#

but i dont know how auto smooth works

spark walrus
#

i used default smooth

quaint hound
#

for me, shade smooth always works how i want it to

spark walrus
#

how do i remove the blackness?

#

oh i see

#

it has no textures i guess

quaint hound
#

yea i dont think it does

#

but thats something you can fix in unity

spark walrus
#

it isnt smooth

quaint hound
#

thats weird

#

can you send me your fbx over dms?

#

unless you cant due to tos or whatever

spark walrus
#

ok

round cedar
#

howdy! I'm trying to get this premade model setup for VRC. The Issue I am running into right now is I think the bones and the mest are not working together because when I add physbones to the model in Unity the mesh does not move with the bones. Any tips?

spark walrus
#

it is the AccuRig that ruins the models

#

i['ve noticed

#

it is junk

halcyon zenith
#

I wonder has anyone else encounterd this bug recently: When i upload an avatar it works and functions well on pc/desktop but VR users see my avatar twice like overlapping? Im not sure why it does this or if theres anyway to fix it

ornate stump
somber sequoia
halcyon zenith
somber sequoia
#

9 is out, btw

ornate stump
halcyon zenith
ornate stump
halcyon zenith
#

ill do that and reupload, should i erase the old poiyomi folder before adding the new one? i hear things can break if i dont

somber sequoia
#

poiyomi.com has instructions, I think they do say that, been a while though

halcyon zenith
#

thanks 💕 ill see if updating the package fixes the issue

quaint hound
#

anyone know how to finetune the alignment on pickupables contact/attachment on my avatar

somber sequoia
#

You move the constraint target to where you want the gun to be

quaint hound
#

(moving the colliders under avatar descriptor did not do anything

quaint hound
somber sequoia
#

oh that's a world object?

quaint hound
#

yea

#

has been the entire time lol

#

world objects are offset on my avatar for some reason

#

works with others though (theyre more aligned idk

#

i moved the contact/colliders of my hand back to see if it changes anything but it doesnt

spark walrus
#

why is it so shiny?

halcyon zenith
# ornate stump Sure delete it first.

after updating poi i tried to add the material and i get this warning: Failed to create material drawer ThryRGBAPacker with arguments '1, Mask, Bias, 1'

somber sequoia
spark walrus
#

yes

quaint hound
spark walrus
#

what does that mean?

#

and also

#

what are these teal files for?

somber sequoia
#

give us the full filenames

spark walrus
somber sequoia
#

no idea

ornate stump
quaint hound
#

theyre whats causing it

spark walrus
#

ok

somber sequoia
#

_n on a normal file suggests maybe _r is roughness on that other one

ornate stump
spark walrus
#

might be the standard shader

#

arent they by default>?

somber sequoia
quaint hound
ornate stump
quaint hound
#

make sure its set to a normal map and try to lower the intensity

spark walrus
#

i never changed nroomal map type

ornate stump
#

Default imported textures are color texture.

frank spruce
#

So I set up my gogo and now my character is stuck moving around like this. Any ideas?

ornate stump
spark walrus
#

i click these purple files and>?

somber sequoia
#

go look in the inspector and do as instructed

ornate stump
halcyon zenith
spark walrus
#

where? @ornate stump

ornate stump
spark walrus
somber sequoia
#

...which version of unity is this?

ornate stump
#

At least, try disable sRGB.

spark walrus
#

dds

somber sequoia
#

ahh

ornate stump
#

So that's why the shader didn't warn about incorrect texture type.

somber sequoia
#

yeah I noticed that too

spark walrus
#

last time the normals were tga

#

i didnt do anything

somber sequoia
#

yeah that's a bit more common in the industry

#

less so now that PNG is ubiquitous though

spark walrus
#

do i need to convert the files>?

#

or can i fix it in unity>

somber sequoia
#

did you uncheck sRGB as instructed?

spark walrus
#

i did

ornate stump
spark walrus
#

it still looks wet

ornate stump
spark walrus
somber meadow
#

your smoothness is at 0.5 on the material

spark walrus
somber meadow
#

it'll also look like this if you don't have a roughness/smoothness map

#

just set smoothness to 0 if you don't have one

ornate stump
#

Should have noticed that the reflection looks more correct after disabing sRGB.

spark walrus
#

yes

#

yes blanke

#

is standard shader enough?

wanton cedar
#

do you guys think the eyes will fail if i leave them all rotated like this? the model came this way but i want to make sure if its okay or not

spark walrus
#

or do i need poi toon

ornate stump
#

If good enough for you then sure.

somber sequoia
wanton cedar
#

??

somber sequoia
spark walrus
#

'realistic' lighting makes it dark for some reason

wanton cedar
ornate stump
spark walrus
ornate stump
spark walrus
#

what were they for?

somber sequoia
#

could you provide all of the filenames? no need for screenshots

ornate stump
somber sequoia
#

way to make this hard to read.

spark walrus
#

all dds

spark walrus
somber sequoia
#

I bet _r is roughness and _s is specular

#

not sure about _c though

#

_ao is definitely ambient occlusion

ornate stump
#

_c probably is color.

somber sequoia
#

oh of course it is

#

So yeah, if you want to build a full PBR material you might be able to use the rest of those.

spark walrus
#

where do i put th teal ones?

somber sequoia
#

look at what I said about the filenames

spark walrus
#

there is smoohtness only

somber sequoia
#

smoothness is the opposite of roughness. Some shaders support roughness directly

wanton cedar
somber sequoia
somber sequoia
wanton cedar
#

thats his eye

somber sequoia
spark walrus
somber sequoia
#

I can't make sense of what bones there are from that view or what you're asking

wanton cedar
somber sequoia
#

... with what?

wanton cedar
#

seeing the bones

somber sequoia
#

this is a better view, I can see bones now

wanton cedar
#

so is there supposed to be another bone on the front of back of the eye?

#

well, eye bone

somber sequoia
#

for what?

junior void
#

No

somber sequoia
#

you need just one bone for an eye, veritcal

junior void
#

The bone should stand upright though

wanton cedar
#

I swore ive seen tons of models with 2 bones per eye

somber sequoia
#

sure, there are various reasons you can do that if you want

spark walrus
#

it is specular map @somber sequoia

somber sequoia
#

"it"?

spark walrus
#

yes the file

ornate stump
somber sequoia
#

"the file" - you showed a list of like 20

spark walrus
#

smoothness is in specular highlights tab

wanton cedar
ornate stump
somber sequoia
wanton cedar
#

Ah

#

thats interesting

spark walrus
#

ok i cant find it

#

the roughness slot

#

in poi toon

ornate stump
#

Other bones depend on you how you would use it. If not then it's just a dead weight on your avatar perf stat.

somber sequoia
spark walrus
#

im trying to find the slot to drop the teal file

somber sequoia
#

Shading -> reflections and specular -> smoothness (and you can invert it if you feed in a roughness file)

wanton cedar
ornate stump
jolly kayak
#

not even joking 😭

somber sequoia
#

oh boy

wanton cedar
junior void
#

The hell?

spark walrus
#

random man

#

with mustach

wanton cedar
#

That hairstyle tho

junior void
#

Right

wanton cedar
#

he looks just like him

#

same with the eyes

jolly kayak
# spark walrus

those eagle textures look really close to the ww2 german officer eagle pin just sayin

spark walrus
#

that's where to put it right?

somber sequoia
#

poiyomi.com has a whole lot of documentation on this 🙂

wanton cedar
#

bro is not making hitler lmfao

spark walrus
#

found it

spark walrus
#

u had t o expand

#

i confirm merge and see no difference

#

maybe 1 % difference

#

transparent...

#

from inside

junior void
#

turn off backface culling

#

do you look up anything on your own?

spark walrus
#

send me tutorial

junior void
spark walrus
#

backface culling determines if it goes clock wise or against

junior void
#

...

spark walrus
#

hol,d on let me fix

#

fixed

#

thx, without this code word i woudlnt have known how to search 😄

junior void
#

You know, you can just google "mesh in unity is seethrough from behind" - you WILL find posts on reddit and what not pointing you into the same direction

spark walrus
#

yes would have takenb longer

#

thx guys

#

i think a bug

halcyon zenith
#

maybe this avatar is just broken, the shader issue still happens even when updating it, and unity isnt telling me whats going wrong it just fails

#

the only other thing i can think of is opening a new fresh project in a diffrient version of unity

junior void
#

I'd try asking in the poi discord directly. If anybody knows where to look, its them

round pewter
#

question
m making a 2 handed weapon with constraints and was wondering if there is a way to move where on the weapon the main hand is attached
ive found one way which is making a float animation and using a radial puppet but im trying to get it working without opening the menu

#

basically im trying to make it so that when i make a gesture the staff locks in the world so i can move my main hand up or down it and then when i release that geature it doesnt return to its rest

oblique fable
#

okay so i just finished editing an avi in blneder, just added a shirt and some pants and I did the sculpting and weight painting, how do I import it to unity then upload it? I keep forgetting how to

ornate stump
oblique fable
quaint hound
#

anyone have a clue why the add property button is greyed out?

ornate stump
# quaint hound

Because you didn't make it focus on an object with animator component in the scene.

quaint hound
#

im trying to edit a vrcfury prefab so

#

uh

#

D:

ornate stump
quaint hound
#

it doesnt have an animator component anywhere

#

as it only gets merged with the main avatars controller when building

ornate stump
#

You're editing the blank animation. And I can't collate it how it relate to vrcfury prefab.

quaint hound
#

i cant edit the animation

#

if theres no animation controller

ornate stump
rotund coral
#

anyone know why when i have uploaded a PC/quest avi 3 days later the quest version is removed ?

ornate stump
rotund coral
#

the pc version was still good but quest wasnt but was the day before

ornate stump
rotund coral
#

just reuploaded the quest version

halcyon zenith
#

maybe the version of unity or a script somewhere

junior void
#

You can only find out by starting to remove stuff. Is it REALLY the shader? What if you use another shader? You need to start decimating and trying it until the issue disappears and narrow it down. Personally id try a fresh project because affecting only one lens sounds like a vr thing, not like a shader thing

halcyon zenith
#

ill try another version of unity and start over and see if i upload it then if the issue will persist becuase i do feel like the version i was using was older so maybe there was some incompatibility

timber trail
#

@ornate stump Thank you for pointing me in the direction of Poiyomi, I finally got the effect I was going for.

arctic dagger
#

hello again gang ! it is i. i have a wonderful avi goin so far but the leg?? does this?? specifically in halfbody when not standing perfectly straight... ???, if im using fbt it works fine , pc crouch / lay works fine, not sure why its tweakin on me

ivory skiff
#

Here I made two layers in one animator, but for some reason it works only one, that is, the emotions of the second layer work, but the first (main) is not, tell me what to do

#

Here's a diagram of the first layer

#

And the second one

#

I just don't know how it works fully and completely, I haven't figured it out, to put it simply.

cinder flicker
#

bump

spark walrus
#

my model isnt standing upo in edit mode
how to fix that?

halcyon zenith
# junior void You can only find out by starting to remove stuff. Is it *REALLY* the shader? Wh...

After updating unity and poiyomi the console throws the error: Shader error in 'Hidden/Locked/.poiyomi/Poiyomi 7.3/• Poiyomi Toon •/d70a3da43cd4d3f48bceda1e87fe259e': Couldn't open include file '/CGI_PoiVertexManipulations.cginc'. at Assets/Tundra by fatherbambi/Other(FBX HERE)/Misc/Scarlett Hotdog Dick V2.1/SPS Version (Requires VRC Fury)/SPS Materials/OptimizedShaders/Dick Dark SPP SPS/CGI_PoiPass.cginc(17)

#

along with other cginc errors..should i just remove the ones that cant be used or will that break the avatar more?

exotic karma
#

how do i put 2 different shaders on a toggle in the radial menu, i use vrcfury

cursive elbow
#

how do i delete contacts

somber sequoia
lilac musk
long sierra
somber sequoia
#

that's a start!

long sierra
#

Maybe I should put each outfit on a separate layer?

somber sequoia
#

if only one can be on at a time, I'd put them all on the same one

long sierra
#

Yeah, only one can be on at once

#

And also they all use the same conditions. Shoes = 1, and Clothes = outfit number, the default outfit has WD on, and I had each outfit set Shoes to 1

#

All of the transitions to ShoesOff have the Shoes = 0 condition, but when it switches outfits, the shoes are hidden. Could the fact that the Clothes and Shoes layers use masks be the issue? They're on FX layer

somber sequoia
#

you shouldn't need any masks here at all

long sierra
#

I do think it's weird that it does that, but maybe I should put Clothes and Shoes on the same layer?

somber sequoia
#

I wouldn't know without seeing it

somber sequoia
#

yeah but without knowing transition conditions, it's hard to follow the logic

#

that's why I drew you a picture yesterday

long sierra
#

look on the right side

somber sequoia
#

yes but that's one of 12

long sierra
#

I did try having all of the meshes merged and change the textures instead, but that resulted in everything toggled off being visible, but translucent

somber sequoia
#

I usually do this stuff with UV tile discarding in a direct blend tree

long sierra
#

the other 12 are the same between the outfits, except the Clothes condition is per outfit (0 for Wiimake, 1 for LV, 2 for Summer)

#

I put the New State with the Shoes = 1 condition before the rest of it, lemme see if that works (like in your picture)

#

Got the sandals to show up, but they can't be toggled off

#

the tree seems to work but the animations don't play

somber sequoia
#

you don't seem to have transitions to "everything off"

long sierra
#

Got the sandals toggle working

long sierra
somber sequoia
#

oh I see

long sierra
#

I figured it out

#

the LVOutfit animation accidentally had the shoes disabled in a keyframe lmao

somber sequoia
#

ha!

exotic karma
#

why does my camera location not show up?

#

even when i click edit

quaint hound
#

ALSO

#

im here for a questionio :3

#

since yall like mine so much

#

what the HECK are these used for

#

like, what do i put in FX, what in Base, what in Gesture, etc

balmy barn
quaint hound
#

i don wanna reaaaddd

#

😭

#

does it have pictures i like picture books

static cipher
#

I'm currently trying to get a character's arms to be animated into one place using an animation via one of these, but only the Blendshape seems to modify. Previously, I thought the issue was that it was only in the FX layer and not the Action layer, but now that it's in both the FX and Action layers it still doesn't move the arms to where they are supposed to be. Does anyone know what a solution could be?

static cipher
#

The things that are shown (the Ayla Gesture, the GoLocoActionWD, and the Ayla FX) are what are called Animation Layers, which when you click them, you can double-click their location in the Project tab to open up the Animator, which is the thing that controls each of their respective things.

static cipher
quaint hound
#

thanks mister scug

#

you saved me from reading god awful docs

#

So just stuff everything into fx

#

Got it

static cipher
#

well, sort of

#

all i know is that you can't move the body parts using fx, but you can using action, and i bet there's some really annoying inner stuff similar to that all over the place

#

heck, i haven't figured out my arm movement yet so that they don't look like an eldritch horror

quaint hound
#

yea im just using it to toggle a cowboy hat so ima stick to fx

cursive mason
#

hey i just bought my first avatar wondering if anyone is willing to help me download it all this downloading and stuff is overstimulating my brain like crazy and im super confused

#

dm me if you can please !

zealous sail
#

I have an avatar with a prop toggle and I want their hand to stay posed and wrapped around it when the prop is on. How do I get it to do that and ignore any hand gestures?

subtle sigil
#

i'm trying to change the publish platform to android

#

but it just stays on windows

#

it doesn't do anything

runic sonnet
#

Does anyone have liltoon file to add into VCC

#

i can't seem to find it 💀

#

or a github

somber sequoia
runic sonnet
icy comet
#

seeing this popup on the inspector menu yet i cant see any way to change it

ornate stump
icy comet
#

like i said i cant find any way to do that

#

this is my first time making an avatar

spark walrus
#

ok so i discovered that gogo loco might broke my avatar because without gogo the avatars right hand remains ok but once i apply gogo to my avi vrc fury gives me this particual message which i think is the problem...but how do i fix?

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

this?

ornate stump
junior void
spark walrus
#

wait

#

this?

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

also left hand ecc?

ornate stump
ornate stump
spark walrus
junior void
ornate stump
spark walrus
spark walrus
ornate stump
spark walrus
ornate stump
spark walrus
spark walrus
#

also there some options on fx too..

#

but i saw vrc fury mentioning fx

ornate stump
spark walrus
#

yeah controllers

#

that error

#

might be the problem

#

most likely

ornate stump
#

"Not error"

spark walrus
#

but it mentions fx

#

isnt it error?

ornate stump
#

It's a notice.

#

To inform you that something might not be right.

halcyon zenith
ornate stump
spark walrus
ornate stump
spark walrus
ornate stump
junior void
#

Didn't we establish that you should make it use whatever the avi came with?

spark walrus
#

so should i put off the write defaults from the guns

#

gun off

#

or..

ornate stump
junior void
#

I think you are missing what "write defaults" does

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

So do like this: add VRCFury Fix Write Default component to the avatar root object. And set write default to on, test, and set to off, then test. See whether break the avatar.

hard turtle
#

Anyone ever sold avatar bases on gumroad? just wanna chat about how to navigate it all and all that what is and what isnt plagirism blah blah blah

spark walrus
spark walrus
#

or something

limber iris
#

Hi, my avatar turns into this when I switch in play mode in unity .. What can I do to fix it?

ornate stump
#

To add to a game object.

spark walrus
#

like a prefab?

ornate stump
#

Like avatar descriptor.

spark walrus
#

oh

ornate stump
spark walrus
#

could this be then problem?

ornate stump
limber iris
spark walrus
ornate stump
ornate stump
spark walrus
ornate stump
# spark walrus should i force it on?

add VRCFury Fix Write Default component to the avatar root object. And set write default to on, test, and set to off, then test. See whether break the avatar.

spark walrus
limber iris
#

I imported the files and uploaded it worked.

Then I exported the fbx to add a blend shape. After reimporting and switching into Playmode like with the avatar gesture emulator it looks like the "stickman"

ornate stump
ornate stump
# limber iris

It's prefab variant. You will need to select it and see in inspector to see which prefab it derived from.

junior void
#

Stick man sounds like fbx scaling set to all local instead of fbx all

ornate stump
#

It is. Just making sure that the model in the scene still is fbx prefab too.

#

Overwriting on unpacked fbx might break it all.

junior void
#

yea

limber iris
#

If I open it, it says in the prefab line "Makoto Variant" and if I click open it leads me to the Makoto FBX which is the one I exported/reimported.

Yeah the videos I watched on how to export it from Blender said it needs to be set to all local.

I can try it again with the All FBX setting for exporting from Blender.

Thank you all, I'll tell if it worked soon.

junior void
#

The scaling depends on whatever the original used

#

You cant just say every avatar needs xyz

ornate stump
limber iris
#

Oh okay, so its possible to see somewhere what was used in the original?

ornate stump
limber iris
#

Oh okay, well I did not made a backup of the original fbx in the project 😅 so i need to reimport it. Thanks I look it up and try it out.

royal epoch
#

hello people of discord i was wondering if anyone could help me make this into a avatar form scratch like guide me and stuff over voice call and point out any mistakes i make also i already have blender and unity on pc if that helps

junior void
#

My turns: How do I best fix bone roll? I'm animating my hands and see now that apparently my index fingers have roll. It causes the open hand gesture to look a little weird. Never had this problem before
Edit: Fixed it without fbx or animation errors - yes, im very proud of myself xD

halcyon zenith
somber sequoia
#

(I have had basically this job in the past too)

left gull
halcyon zenith
#

Im using the latest poiyomi toon

#

Before it had an outdated version that i removed and replaced with the current version

left gull
#

have you tried seeing if it happens with other shaders (vrchats base shaders for example)

halcyon zenith
#

I haven’t tried that yet, I’ll replace the body and head to first to see if it was either of those before i start swapping everything out again

#

Because after importing the new updated package it still defaulted to old version so im not sure if its supposed to do that but changing the shader to the current one makes the body have this shine effect around the edges

left gull
#

if your poi is being weird you should ask about it in the poiyomi discord, idk how their updating works all that well

halcyon zenith
#

Whats crazy is that i have reached out to the discord and no one really knows, so im stumped

somber sequoia
halcyon zenith
#

Ok so i have to manually do that myself thats fine thats the last thing i could try tbh

somber sequoia
#

I know in 8->9 there's an actual upgrade button in the shader, I haven't done a 7->9 in a while though, so I don't recall that being there.

#

(a number of things got moved around or replaced in 9)

halcyon zenith
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So could the update itself be the issue? Like maybe it’s corrupted or something.

somber sequoia
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I'm not entirely sure, but I'd probably just re-make the material with 9, it's easy enough

halcyon zenith
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Ill do that as one of the last resorts if that doesn’t work i think i just gotta take the L on this avatar

somber sequoia
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it's probably way easier than any other arguing with it

halcyon zenith
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I made a new material and put the new poiyomi on it hopefully swapping the body material solves it if not Ill throw it away

vapid saffron
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Hello I just wanted to ask if anyone here knows how to disable the default vrchat sitting animation so youre able to do your fullbody movements while sitting on a chair (preferably not using gogoloco)

somber sequoia
limber iris
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@junior void @ornate stump sorry for the ping, but thanks a lot both of you. Now it works perfectly :D

halcyon zenith
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im more confused now

arctic ginkgo
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i'm having an issue with my UVs seeming to be totally wrong in Unity, it doesn't seem to be a tiling/texture offset issue, and I only have 1 UV map.. I can't even get the model to look this way in blender

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it looks totally fine in blender

halcyon zenith
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ill take my W and move on thank you for anyone that tried to help i learned a thing or 2

arctic ginkgo
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i didn't want to put too much work into this either bc i'm just making a kitbash of some fnaf models with old models i made for my partner and their sister as a joke 😭

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i'm just putting their heads on fnaf characters

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hm apparently this is a known issue with unity when converting glb files to fbx in blender

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which is exactly what i did

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yeah all i had to do with flip the UVs upside down

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what a weird quirk

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OHH

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i didn't even notice the uvs on the eyes were upside down

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now i see it

somber sequoia
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oh weird!

static cipher
somber sequoia
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ok cool

static cipher
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I also have this at the bottom of each. The only difference between Off and On is that Goal Weight is 0 for off and Goal Weight is 1 for on.

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So like, any idea why it could be not working even with that?

subtle sigil
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Do physbones work on quest?

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If i upload the same Pc model for Quest everything Works except the physbones

somber sequoia
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Yes, though much limited

subtle sigil
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What should i do then? They dont work at all

somber sequoia
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well you'd have to figure out why - when building the quest one, do you get an error saying you have too many and they'll be removed?

subtle sigil
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It usually says the recommended bones is 0

somber sequoia
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it's not wrong, they do have a performance impact

subtle sigil
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Damn

glass condor
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uhh I need help. My character's foot is doing this in pose mode in blender. Thing is, I removed the weight paints in the boots to where they're both dark blue on the edges, yet its still attached?

somber sequoia
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looks like a weight painting issue to me

glass condor
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I tried weight painting, but I don't think I did it right...

somber sequoia
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yeah definitely weight painting. The highlighted points are because you have it in vertex selection mode, hit '2' to disable that

glass condor
somber sequoia
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ah maybe that's not it, but that's what does it for me

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wait, what does 'v' do?

spark walrus
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Does anyone know how I could add a toggle like for example a chair that just stays in the world but it doesn’t move along with my avatar/isn’t connected? I believe it’s called a stationary toggle?

glass condor
glass condor
somber sequoia
glass condor
somber sequoia
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hmmm... I tend to paint with a tablet with weight = 1 and strength = .02 and pressure sensitivity on. Otherwise, not a lot of tips really? You just have to practice.

somber sequoia
indigo compass
# subtle sigil Do physbones work on quest?

They do and you can have 8 components and 64 bones affected by these components, I wouldn't call it limited.
Quest could certainly do more, physbones are surprisingly performant.

And when it comes to syncing them then I think you have to keep them in the same spot and the same order in the hierarchy.
If you are using a different amount of physbones between the version then there will definitely be issues.

glass condor
junior void
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It looks like another bone is affecting it

subtle sigil