#avatar-help
1 messages · Page 6 of 1
It's in the 4th layer so the layer number is 3.
so i should set it on 3 on my controller?
Obviously.
like this right
what are shoulders parented to>?
I mean the extra shulder bone
not shoudler that moves arm
Is that for gun on or off?
bump
Whats an extra shoulder
no its for this
on layers theres no guns off option to add the controller
You add behaviour on the wrong place. You have to add to animation states. Not on the layer.
what is shoulder f or?
on guns off it doesnt let me add anything
You are selecting animation clip.
what bone is this?
Animation state is what show as rectangle in animator controller.
I have to go and I won't be able to help you further.
Shoulder
alright thantks for the help
at least i have now a reference
I used to not have any shoulder bone
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.
double bump time
I see,.
is there an option in blender to see what is father of who>?
does that mean loop, or just play once to enable a thing then hold?
Armature, edit mode, click a bone, see "parent" in the green bone symbol panel
Well, hopefully the second, but i can make the first one work if it's easier
This could be an xy problem though
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)
well for looping you want to enable the checkbox on the animation clip to loop it. Otherwise it's just a matter of turning it on in an animation layer and not turning it off
Animation layer?
oh boy. Part of the animation controller....
Wherein you can run animations based on conditions (i.e. variables changing) to do various things....
u mean this thing?
says they r all childs of spine
which looks fine to me
uhh- that's this, right?
is spine4 the chest or upper chest? You want to check the whole path down from hips to be sure it's the right number of components.
upper chest
guys im trying to make my own costom draw kill funtime foxy avatar but cant could someone help me
it's in that controller, FX Slug - I suggest a basic tutorial for this part, it'll help understanding
Feel free to ask questions...
i dont rilly have money so i cant get someone to make it for me
like this:?
it is all connceted to that center bone
shoulder bone called clavicle to spione4
I do have some stuff set up, with animations inside it n everything, but it seems that only the property in the fourth image applies ingame when toggled, while the rest of the properties don't, which a few examples are shown in the fifth.
i just have no clew what to do thats the thing
just a question, are you 13 or older?
me?
yes
13 yes
This is an animation layer, in the first pic.
okay, good, just checking since the age requirement for vrchat and discord is 13
ik
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.
Yep, I set up all the stuff on images 2-4, and also the ShowArms layer on the first image
do you already have a purchased avatar or are you staring from scratch? if you have nothing, either build or acquire a 3D model first.
think ill have to start from scratch since i have no money and there isnt a model for what i want
A good place to start is just looking up how to make an avatar for VRChat. Also, even beforehand you might want to learn how to make 3D models in Blender.
I'd suggest learning blender, there are lots of decent tutorials, such as "The Donut Tutorial" or Rainhet's videos.
iv serched tutorials thy just confuse me
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.
does anyone have a good physbone earring setting?
I can't find anywhere to loop the animation 😓
No checkboxes anywhere I look
it's on the animation clip
error doesnt go away
Ohh, you meant that I should:
- Locate the animation I'm wanting to loop in the Project/Assets tab, then
- Click on it, and finally
- In the Inspector, click
Loop Time
that!
Alr
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
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.
yeahhhh thing is, it's really just use of terminology that's the main issue i think
aw SHOOT it still doesn't work
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 🙂
Again, happy to elaborate on most of the answers I give, I don't know what you do or don't know.
how do i fix this>?
Okay, I think I know what the issue is. It's that the Animators don't activate. These ones.
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.
So, now how might I do this?
so they work in unity but not ingame?
Well, not even
They work when I press the play button (shown in image), but they don't work either ingame nor when testing with GestureManager.
which animator are you placing these animations in?
im so mf frustrated, literally none of the creator companion wants to work lol
ooh.. you're doing this in FX aren't you - you can't move humanoid bones there
so wait, no matter what, even through animations?
yes all animations that move your main armature belong in the action layer
correct! source: https://creators.vrchat.com/avatars/playable-layers/
the error could be somewhere else in the spine
it's just a sugguestion to check the shoulderand neck connection
hips -> spine -> chest -> optional upper-chest -> shoulders, neck
anything else is not valid and must be reworked somehow.
So after moving it to my actions layer, do I delete it from FX layer or keep it there too?
Delete from FX - you can do other things in FX based on the same conditions though.
remove it unless your animation also drives a blendshape or a toggle
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)
im not seeing the issue
It does have one of these, does that mean it drives it or is driven by it?
yeah that would be a job for the fx layer though I think its fine if its just in the action layer
yeah that's a blendshape animation, it should probably be in FX
The picture on the left shows the ears to by a lighter pink color while in other darker areas is a darker tone
are the ears part of the head mesh or seperate?
Trying to make a radial slider for gravity on a tail but the tail doesn't update unless I respawn the tail. Any clues?
Yeah they are… I tried to use the same shading setting as the head but no luck unfortunately 😅
seperate?
Yeah sorry that was clear they are separate
ok select all the meshes on your avatar and set the anchor override to your spine or chest
The head is best for anchors.
ah alr
not necessarily
its just where the light probes get hit, the rest of your mesh will be lit by that probe
so it doesnt matter too much, just avoid the feet
Thank you so much! Any tutorials I could use or photos to do that? 😁😅
in the skinned mesh renderer settings under the probes dropdown
play around with which anchor override you prefer different worlds offer different results
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
keep getting error.
So you're saying, remove it from the fx and only have it in the action, since they're the same animation?
Placing them in the right slots does not make the armature hierarchy correct - did you redo it in Blender first?
Well that's an issue...
When I remove it from the FX Slug, pressing my toggle doesn't do anything anymore.
make sure you remake the transitions and add the parameters into your action layer
those bones are looking quite messy\
i know
Yep, this was the case when I removed it
i didnt make the rig
ok
Is it because of this in my states?
cant find these options
Thank you so much!!
Are you importing an fbx?
yes
fbx
there are some bones that dont really exist
i've already deleted them but they still show in the hierachie
is that a problem:>?
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?
It's just one texture slot. Is there a way that I can join all meshes without wiping out the 6 texture slots?
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?
how do I stop this from happening ??
everytime I weight paint some kind of warmers it always attaches to the other warmer
i fixed it
when i clicked select error
it highhlighted this
and I see neck is subcategorie of some invisible bone?
either way i deleted that invisible bone or fodler
whatever it was
Just deleting bones causes deform issues
Mask out one side while painting the other?
?
Go through the vertex groups and ensure that no weight is on the wrong warmer
there isnt any but they still connect
It looks like you painted it and the brush stroke bled onto the other side bc its too close together
Typically it's something to do with vertex groups so make sure those are all proper
does anyone know how to fix this error? I can't convert any of the bones on my avatar's head into physbones! :(
I made an outfit toggle.
Works fine for my side; For others - they see the previous outfit.
PC
Forgot to sync....
export settings
(or import settings)
commonly its the endbones setting
in which case you are actually changing the fbx
Disappear sounds like fbx was replaced on an unpacked prefab
Can also be the fbx scale, might wanna try exporting with it set to "fbx all" instead of "all local"
Usually that creates a stick figure, not an entire ghost though
UPDATE: I fixed the earlier issue, but now my model in unity is like this:
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?
Top left has an origin setting, you juuuust cut it out of the image
top left of unity? the pivot option?
Yes
ok I changed it to center. Will that make the avi good to upload...?
Your avatars origin should be at the feet or else your view point might be off
the center option placed it at the center of the body 💀 if I move the viewpoint will I be fine, orrrr do I have to fix it again in blender?
Apply transforms in blender.
oh gosh, uhh...how to do that?
so, a, shift+A and something should pop up? Sorry, I'm terribly new
how would i change the default toggle for an avi? like make the default a different hair style than what it normalyl comes with
Have your mouse be in the scene view in blender
Also check that youre in object mode
I am
How can I get the vrc announcements in my server
it just pulls up the Add menu
It could also be ctrl + a
ooooh yep it's that
My bad
np. looks like it's fixed...gotta put it in unity to see for sure
If the orange dot is at the world center, youre good
Keep in mind your armature is also an object
You need to zero out transforms for every object
how can I check that?
Next to the hierarchy on the top right where the scene view edge is at, you should see little tabs, right?
what does this mean?
If not, hit n while mouse is in scene
One tab should be called "view", another "item"
yeah I see
Under "item" you will see transforms
Rotation, location and scale should all be zero
If not, you need to apply it
the scale is at 1.000, is that safe?
it's the same for the XYZ and it's on all bones
Yes, sorry im tired
it's ok, thank you so much bro
Helped a noob out GREATLY
I should go to bed ngl x.x
you deserve it😁
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)
Alright gang, I uploaded the avi!
Why her feet like that tho
weightpainting issue probably 
how do I fix that?😭
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
I see
strange issue here, using cats to merge bones like i usually do in blender but now its deleting my ear bones idk why
do your ear bones have any weight?
yes
just doing this its never deleted random bones before
its for a unrelated item too
yeaa
does the thing youre merging with also have those bones?
try running the operation again with merge off and see how it behaves
So uhh
how do I fix this weight painting issue
it works with merge off, but then all the weights wont transfer
select your vertex group for the opposite foot and remove any undesired weight
i tried renaming the ears aswell
kk
does the thing youre merging with also have those bones?
no its an outfit from another one of my models
ive done this dozens of times never encountered this
yeah id have to recreate the issue to figure it out
ill keep working on it, maybe ill detach and reattach the bones or something
or bring the ears back in again which is annoying but might be the only fix
thanks for input
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
i was having same issue with a collar yesterday on same avi but that didnt need to merge any bones
cause its just weighted to neck
could I ask which version of blender and cats youre using?
oh ok shouldnt have any issues in that regard
yea i tried to get cats as stable as possible
there is an unofficial cats version that allows using higher versions of blender
though that wouldnt solve your problem I dont think
not sure maybe
yup it be like that
now half the ears unweighted themselves
😭
maybe gotta rename the weights in the inspecter
nothing ever goes smoothly
got it all sortedd
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
also my old account @spark walrus got hacked this is my new account
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
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?
I had this issue and i just clicked autofix on some stuff in the sdk and it fixed itself
ok that worked thanks
I fixed it I got rid of the shoulder bones in the thingy and added an upper chest bone then made the parent of the upper arm bones the upper chest bone
anyone here?
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)
I can't figure out how to make it work based on two variables instead of a single one
going to shill this, in hopes anyone else has encountered this. its infuriating. and vrc constraints dont fix it either
I +1'd it, that seems annoying
glitch lmao
when i try to publish the avatar it says this and then removes the avatar info and selected avatar and thumbnail options
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
it uses liltoon shaders on pc
never upacked prefab but it broke a lot of things in unity after updating in blender, is there a simple fix around this issue?
why does vrcfurry get installed into packages?
doesnt work for me anymore
it used to be installed in assets
because modern packages use Unity's packaging system, it's overall better.
i dont understand the difference btw gogo loco and vrc fury
seems like vrcfury has gogo loco already inbuilt
they're completely different things
no, but vrcfury provides an easy method to add gogo loco to an avatar
it being in your project has nothing to do with whether it's on your avatar or not
iot's not evne in my assets
it didnt install there
byut gogo loco has folder with vrc fury somehow
so no need to install vrc fury
if gogo loco comes wtih it
it doesn't
but i installed gogoloco afterwards
and it spawned vrc prefab in its folder
@somber sequoia how do u explain this>?
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.
how did vrcfury prefab land in my gogo loco folder>?
i've installed loco afterwards
not before
it's a vrcfury prefab which makes it easy to install gogo loco
probably added by vrcfury
ur not understanding
I don't actually use Fury to do this, so I will refer you to their documentation
(I do understand what a vrcfury prefab is though)
ok
why does the SDK crap its pants when i change my password
ive tried like 5 different passwords and both of my usernames (present and past) and none of them are wanting to work
how come I cannot find my avatars in avatar search worlds?>
Could someone help me figure this out?
where are you stuck?
Figuring out how to set the animation controller up
Do you have anything so far?
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
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?
That explains some of the issues I've been having
if you want an "or" drag a second transition line, you can have multiple
like the one with the 3 arrows instead f the single arrow?
yep, that indicates multiple conditions, it'd logically be an OR
Ohh, I did something like this
I don't see the need for any OR statements here though
oh actually you're right
except I'd just go from all of those, if var1 != 1 then exit
The problem is that it needs both types, AND in addition to OR
Would I put that in its own state and then make a transition to exit? No animation necessary?
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
with WriteDefaults on, that means everything will be back to the default, which would be everything off.
so put WriteDEfaults on WiimakeOutfit since that's the default outfit?
(if you want to do this with WD off then it's a bit more complex, you need an "off" animation)
one of the outfits does have all meshes disabled
er, no, you either use Write Defaults on for everything, or off for everything.
and if you're wondering, it's for the shoes
it's all just boxes on the screen from here, who cares what they do 🙂
@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.
Sorry if this wakes you up or any but I am, very very scared about other methods that just feel wrong despite getting permission.
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.
There's not really much reason to use AnyState there. You could do simply Entry -> off <-> on
Otherwise, we'd need to see conditions to help debugging further
oh if you're using a float you could do a blendtree instead too. Otherwise this looks pretty reasonable
I notice you have Write Defaults off - I assume that's on purpose?
yes- i've tried on and off.
if so you need an actual boop off animation rather than the Empty one there.
i dont see why it doesnt even do the animation for boop in the first place though, im so lost 😵💫
your second image from the first set looks like it's activating that state though
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.
so just to confirm: that animation state is active but the animation does not seem to be working?
yes!
(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
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
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
yep
I have one of these conflicts on an avatar of mine that I've been putting off fixing 🙂
its especially hai_gestureexp
UGHHH, thank you so much i didnt even think of troubleshooting the weight of the layers
yeah! It's a really useful method
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?
They look like bones
this sounds like you're asking about ripping a model, if thats the case please delete this message and maybe dont do that as its against TOS
its called rotation constraint, idk what that is lol
Yeah this looks like a complicated setup to do something with bones, not sure what from here
not sure if you ever got assistance with this but you'd just need to go to the meshes listed in the error and change the shader on the materials used
is better to leave them then i guess? so weird...
no idea!
Not really no. Got permission earlier and never asked for the file and figured since it was a public model there'd be a way to just export it as a unity package. And there isn't so now I'm asking. Just had plans to modify the model for a friend as a project and learning opportunity.
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
not all public models are allowed to be shared so unless the user created it 100% from scratch id suggest not file sharing in any form, not to mention VRCA files can only be aqquired via ripping iirc so you'd need the actual raw files not whatever you're currently trying to get
there is also not any legal/safe/permitted methods to take "export it as a unitypackage" in the way you're thinking
Not really? You can just. Get them. From your steam local files.
thats still ripping.
Huh. Alright then gotcha gotcha. I'll just wait till they get back to me about it.
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 
especially since they've got a pretty tight monitor on that stuff now
your maincolor is set to black
uh...
is there a way to move the point of where pickupables are held?
avatar side
man i say something and the chat returns to silence
been blendering. my guess is that's based on the contact location
wheres a good website for free clothin?
why does it look metallic>?
i dont know, but i think, it may be this?
It isn't metallic. It's smooth surface because you set smoothness 1.
it was the smoothness mostly]
why does my character look low poly?
uhh i think youre gonna have to open the fbx in blender
unless you can switch it within unity
Because polygons aren't smooth shaded.
cant do this in unity>?
No.
ok
i can send you a video on how to do it
thx
can you hop into a vc
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
There is no VC in this server.
I cant see, it's pitch black
ill dm you it
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
there is auto smooth
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
i used default smooth
for me, shade smooth always works how i want it to
it isnt smooth
thats weird
can you send me your fbx over dms?
unless you cant due to tos or whatever
ok
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?
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
Sounds like a shader issue. So provide detail what shader you're using.
would have to see what you're doing. how are you testing?
the shader im using is poiyomi toon 7.3.5.0
9 is out, btw
Try creating a new material and manually setup the shader.
i get this error whenever i try and add the shader to it: Failed to create material drawer ThryHeaderLabel with arguments 'Additive Blending, 13'
You might be using old package for poiyomi. You'd have to upgrade it.
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
Sure delete it first.
poiyomi.com has instructions, I think they do say that, been a while though
thanks 💕 ill see if updating the package fixes the issue
anyone know how to finetune the alignment on pickupables contact/attachment on my avatar
You move the constraint target to where you want the gun to be
(moving the colliders under avatar descriptor did not do anything
its a vrc pickupable, not a avatar thing
oh that's a world object?
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
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'
have you tried changing values in the material at all?
yes
those are scuffed normals
give us the full filenames
no idea
Also make sure that there isn't any folder with Thry in name inside of Assets folder.
_n on a normal file suggests maybe _r is roughness on that other one
Texture type has to be change to normal map.
oh yes, probably this
also... that normal map looks VERY intense
No.
make sure its set to a normal map and try to lower the intensity
i never changed nroomal map type
Default imported textures are color texture.
So I set up my gogo and now my character is stuck moving around like this. Any ideas?
Now you do. Change the texture settings above.
i click these purple files and>?
go look in the inspector and do as instructed
See texture setting, change type.
i removed everything with thry and the console gives a new warnning: Failed to create MaterialEnum, enum Thry.ColorMask not found should i ignore it?
where? @ornate stump
In inspector.
...which version of unity is this?
dds
ahh
So that's why the shader didn't warn about incorrect texture type.
yeah I noticed that too
yeah that's a bit more common in the industry
less so now that PNG is ubiquitous though
did you uncheck sRGB as instructed?
i did
Did disable sRGB make it look right?
it still looks wet
Screenshot again.
your smoothness is at 0.5 on the material
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
Should have noticed that the reflection looks more correct after disabing sRGB.
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
or do i need poi toon
If good enough for you then sure.
shader choice is really up to you, whatever you want it to look like
wow ur so pro
??
eye bones should be vertical with 0 roll, for VRChat.
'realistic' lighting makes it dark for some reason
Alright thanks, just had to double check
Because default scene has sun light shines from backside.
ok. Do i need the teal textures still?
That's irrelevant to the sun light.
what were they for?
could you provide all of the filenames? no need for screenshots
No idea. Masks have different purpose depend on the creator. So ask the creator.
way to make this hard to read.
all dds
i cant type them out
I bet _r is roughness and _s is specular
not sure about _c though
_ao is definitely ambient occlusion
_c probably is color.
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.
where do i put th teal ones?
look at what I said about the filenames
there is smoohtness only
smoothness is the opposite of roughness. Some shaders support roughness directly
theres supposed to be like another bone on the eye, yes?
I really don't know what I'm looking at here
no slot to put it in
Not on the Standard shader, no
thats his eye
I can see the eye
ok
I can't make sense of what bones there are from that view or what you're asking
help?
... with what?
seeing the bones
this is a better view, I can see bones now
so is there supposed to be another bone on the front of back of the eye?
well, eye bone
for what?
No
you need just one bone for an eye, veritcal
The bone should stand upright though
I swore ive seen tons of models with 2 bones per eye
sure, there are various reasons you can do that if you want
it is specular map @somber sequoia
"it"?
yes the file
It's usually one bone for modeling, and another for vrc eyetracking.
"the file" - you showed a list of like 20
smoothness is in specular highlights tab
So we mainly just need one vertical bone on each eye?
VRC would use only that.
I have no idea what you're trying to tell me
Other bones depend on you how you would use it. If not then it's just a dead weight on your avatar perf stat.
oh so we're onto a completely different topic you didn't mention at all, okay.
im trying to find the slot to drop the teal file
Shading -> reflections and specular -> smoothness (and you can invert it if you feed in a roughness file)
so in a nutshell, if no one has any eye tracking then you just need the vertical bones? Correct
Rather you need the vertical bone for vrc eyetracking.
oh boy
oh my god it is
The hell?
That hairstyle tho
Right
those eagle textures look really close to the ww2 german officer eagle pin just sayin
that's where to put it right?
poiyomi.com has a whole lot of documentation on this 🙂
bro is not making hitler lmfao
found it
ty btw
u had t o expand
i confirm merge and see no difference
maybe 1 % difference
transparent...
from inside
send me tutorial
backface culling determines if it goes clock wise or against
hol,d on let me fix
fixed
thx, without this code word i woudlnt have known how to search 😄
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
i reuploaded with a new poiyomi version and the issue still happens, im not sure if its unity version or a script or setting i can change
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
I'd try asking in the poi discord directly. If anybody knows where to look, its them
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
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
Export as fbx file. Setting Apply Scaling: FBX all, and Apply Transform.
gotcha now is there anything i need to do before I can upload it?
Because you didn't make it focus on an object with animator component in the scene.
Not sure how that has anything to do with animation.
it doesnt have an animator component anywhere
as it only gets merged with the main avatars controller when building
You're editing the blank animation. And I can't collate it how it relate to vrcfury prefab.
You need to create animator controller and put in the avatar in order to do animation editing.
anyone know why when i have uploaded a PC/quest avi 3 days later the quest version is removed ?
How did you know it's removed?
when i logged into quest i was a robot
the pc version was still good but quest wasnt but was the day before
Can you check the quest platform icon of the avatar?
just reuploaded the quest version
unfortunately after getting some help i still dont have a solution to this bug and it only affects the right lens in vr ( and for others in vr) .. in destop and on the left side of the eye it would be straight so im not sure whats affecting that
maybe the version of unity or a script somewhere
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
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
@ornate stump Thank you for pointing me in the direction of Poiyomi, I finally got the effect I was going for.
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
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.
bump
my model isnt standing upo in edit mode
how to fix that?
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?
how do i put 2 different shaders on a toggle in the radial menu, i use vrcfury
how do i delete contacts
find the component and remove it?
Animation controllers work from the top, down. This means if a property is being animated on the first layer, then again on the second layer. Then the second layer's change is what will be seen. So if I have a prop toggle on in the first layer, then the same prop toggle off on the second layer, then the final result is the prop will be off.
I got it working for the first outfit
that's a start!
Maybe I should put each outfit on a separate layer?
if only one can be on at a time, I'd put them all on the same one
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
you shouldn't need any masks here at all
I do think it's weird that it does that, but maybe I should put Clothes and Shoes on the same layer?
I wouldn't know without seeing it
yeah but without knowing transition conditions, it's hard to follow the logic
that's why I drew you a picture yesterday
look on the right side
yes but that's one of 12
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
I usually do this stuff with UV tile discarding in a direct blend tree
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
you don't seem to have transitions to "everything off"
Got the sandals toggle working
That's what BarePaws is for
oh I see
I figured it out
the LVOutfit animation accidentally had the shoes disabled in a keyframe lmao
ha!
make sure gizmos are toggled ON
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
https://creators.vrchat.com/avatars/playable-layers reading time 
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?
Basically, Gesture just changes your avatar's movement for "Gestures", Action changes your avatar's movement for actions like moving and stuff, and FX is for stuff like Blendshapes (which are like for scaling different body parts n stuff), or particles n things.
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.
@quaint hound hopefully this is less reading than the entire article
thanks mister scug
you saved me from reading god awful docs
So just stuff everything into fx
Got it
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
yea im just using it to toggle a cowboy hat so ima stick to fx
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 !
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?
i'm trying to change the publish platform to android
but it just stays on windows
it doesn't do anything
Does anyone have liltoon file to add into VCC
i can't seem to find it 💀
or a github
You aren't showing if you take over animation of the arms - you need to use this: https://creators.vrchat.com/avatars/state-behaviors/#animator-tracking-control
ty!
seeing this popup on the inspector menu yet i cant see any way to change it
Have you set model rigging to humanoid?
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?
You need to be aware of whether your avatar is using write default in animator or not. Then choose gogoloco with correct WD option.
might i know where to go pls... i have 0 clue on where to touch
Check animation states you added to controller and see if states have Write Default enabled.
so here
You're looking at animator layer.
Animation state is the rectangle that you make transition to and from.
Do you see the option I mentioned?
Sometimes you're very dull and I enjoy watching the blatant straight forwardness
Yes. And you will have to check states in other layers too.
should it not or should it be checked
Look for majority of them.
on the hand that is breaks which is the right one
the write defaults off
You will have to see the rest of state in other layer and try to make it match with the majority.
also left hand ecc?
Yes
In my mind, I could be more abrasive like a drill sergeant for software engineer. I'm holding myself.
ok i checked all all of the others but the gun are off
I'm waiting for the day when you snap. It'll definitely not be pretty, but fun haha
on fx however...
So whatever states you added you will have to matched it with whatever exist before.
in the guns and hat the write defaults are enabled
but however in other actions no
at least in the FX file
Did you also customize your action layer?
what you mean?
What did you mean "other actions"?
like im on controlles
and
also there some options on fx too..
but i saw vrc fury mentioning fx
You mean other controller.
"Not error"
after much testing and little help i have determined that the avatar is just broken internally and theres nothinh you can do about the double vision glitch
You FX has almost the same amount of WD on and off state.
which is good or bad?...
I wouldn't mention it if it's fine.
what why
As the dialog said.
Didn't we establish that you should make it use whatever the avi came with?
its not..
so should i put off the write defaults from the guns
gun off
or..
Should make it matchs with other states that came with the avatar.
I think you are missing what "write defaults" does
thats the thing the avatar came probably like this or did gogo loco change something?
Gogoloco or vrcfury shouldn't change anything in that's an asset.
but i noticed that when i apply gogo loco 1.8.6 the model breaks if i dont apply it the model does not thats the whole problem
So the problem is mixing WD on and off. Adding gogoloco just makes the hidden issue appear.
but the model came already mixed..
That is a hidden issue. So until something else touched that issue, the issue appears.
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.
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
so when vrc fury asks me to autofix i click autofix and see what happens?
No, not that dialog.
Hi, my avatar turns into this when I switch in play mode in unity .. What can I do to fix it?
like a prefab?
Like avatar descriptor.
oh
Did you unpack your model prefab in the scene?
You didn't read my instruction through.
No I did not, it's still a complete prefab. What I did was exporting the fbx to blender and then reimporting it after I added a blend shape.
Is it necessary to unpack it?
how do i add the component to the root?
Must not unpack. Just making sure, is it fbx prefab or original prefab?
Didn't you already add one in your image above?
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.
ok i added that component and forced it on lets see what happens
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"
Because if it's fbx prefab, it should update the model correctly when it's in playmode. Otherwise, it isn't. Can you screenshot the object icon from the hierarchy?
It's prefab variant. You will need to select it and see in inspector to see which prefab it derived from.
Stick man sounds like fbx scaling set to all local instead of fbx all
It is. Just making sure that the model in the scene still is fbx prefab too.
Overwriting on unpacked fbx might break it all.
yea
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.
The scaling depends on whatever the original used
You cant just say every avatar needs xyz
Most of the time it's FBX All to get object scale correct to 1. Otherwise, the scale will become 100.
Oh okay, so its possible to see somewhere what was used in the original?
Most of the time, in unity, just looking at Armature object and see its scale.
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.
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
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
If anyone has an explanation for this specific issue please share because im at a loss for words after updating everything from unity to the sdk this glitch still happens in vr only
Hahah same
(I have had basically this job in the past too)
what shader are you using for it currently? usually this only happens if the shader on the model is "broken"/ outdated
Im using the latest poiyomi toon
Before it had an outdated version that i removed and replaced with the current version
have you tried seeing if it happens with other shaders (vrchats base shaders for example)
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
if your poi is being weird you should ask about it in the poiyomi discord, idk how their updating works all that well
Whats crazy is that i have reached out to the discord and no one really knows, so im stumped
Materials won't magically be changed when you swap shader versions, you have to explicitly update them. And definitely unlock before.
Ok so i have to manually do that myself thats fine thats the last thing i could try tbh
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)
So could the update itself be the issue? Like maybe it’s corrupted or something.
I'm not entirely sure, but I'd probably just re-make the material with 9, it's easy enough
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
it's probably way easier than any other arguing with it
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
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)
in-game in the "big settings", under the tracking and IK tab, check FBT Locomotion Animation
@junior void @ornate stump sorry for the ping, but thanks a lot both of you. Now it works perfectly :D
it had nothing to do with the shaders....its fixed after i updated unity WTH
im more confused now
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
it looks totally fine in blender
ill take my W and move on thank you for anyone that tried to help i learned a thing or 2
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 😭
i'm just putting their heads on fnaf characters
hm apparently this is a known issue with unity when converting glb files to fbx in blender
which is exactly what i did
yeah all i had to do with flip the UVs upside down
what a weird quirk
OHH
i didn't even notice the uvs on the eyes were upside down
now i see it
oh weird!
Here's what it looks like with the off animation (the one i want to lock arms in place) and the on animation (the one i don't need to lock in arms place)
ok cool
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.
So like, any idea why it could be not working even with that?
Do physbones work on quest?
If i upload the same Pc model for Quest everything Works except the physbones
Yes, though much limited
What should i do then? They dont work at all
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?
It usually says the recommended bones is 0
it's not wrong, they do have a performance impact
Damn
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?
looks like a weight painting issue to me
I also noticed the vertexes are like this
I tried weight painting, but I don't think I did it right...
yeah definitely weight painting. The highlighted points are because you have it in vertex selection mode, hit '2' to disable that
2 doesn't do anything, I just hit v again to disable the vertexes
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?
v just disables/enables vertex view
but any suggestions for the weight painting?
in what mode? Also which version of Blender?
Blender 3.6 so I can have a functioning CATS 😥
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.
you can have cats with 4.2 if you feel you really need it. There have been links posted to the new version in here, a lot.
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.
I'll figure it out later, I just wanna understand why it's like this even though I moved the weights
It looks like another bone is affecting it
I'm pretty sure everything is according to that
