#avatar-help
1 messages ยท Page 7 of 1
I literally Just duplicated the armature
You can go into mesh edit mode, click a vertex, and in the 'Item' part of the 'n' popup sidebar you can see vertex weights, that might help you figure out what's affecting it.
Or just remove the right leg from the left leg's vertex groups and vice-versa.
I did some messing around, yeah seems like other parts of the leg are messing with it too
that too, I considered taking it out of the vertex group somehow...
If you end up being a messy weight painter, you may have to go remove stray vertices from other-bone vertex groups. Happens to the best of us ๐
Huh?
In Unity?
Using gradient tool and not noticing youre on the completely wrong bone until after exporting to unity where the model does a drop kick backflip in play mode
Heeell yea
the bump (awesome edition)
Ok
Depends. Did you make them?
can someone help me upload this avatar i dont know what im doing wrong prob bc i have no clue what im doing
dm if you can please
ok I suck at this weight painting thing, I'm seriously considering just buying weightshaper for 29.99, should I???
Why no
my brain hurts
I added booba physbones to the avatar but only the physbone script moves in playmode, the booba not moving at all, how can I fix it?
I'm pretty sure there isn't a tool on the market that magically gets weight painting right 100% of the time
Hey uhh everytime I try to auto fix my avatar in unity in sends me here https://unity.com/releases/editor/archive and idk why I installed it thinking I needed it or smth but it still wont work and keeps sending me there
now I'm on unity 6
Do you have Unity 2022.3.22f1?
yeah that's not going to work
Yea
I was using that before
then it send me to that link
the stuff thats out there that'd work for vrchat standards will likely give you the same results you've currently got (maybe a bit better) which you're then expected to go in and clean up so it'd be a bit of a waste of money to buy since itd be doing the work you've already done and not solving your "issue"
you've just gotta suck it up and clean up your weightpainting a bit more
its confusing at first but once you've got a grasp on it you'll find it'll help alot later on especially if you plan to continue creating models
yeah the proper tool to get 95% there is practice. I'm not sure where the other 5% comes from yet, but I'll let you know when I figure it out.
Is there a way to fix this?
describe what exactly you're doing?
When I try to get my avatar uploaded using Vrchat control panel it says I must fix all issues before uploadingbut upot hitting "Auto fix" it sends me to https://unity.com/releases/editor/archive
specifically which autofix?
oh so you weren't using that before? yeah, do this first.
I think I was, not sure though
I'm downgrading from unity 6
iirc Unity 6 is years old
So it seems like the vertexes in the two feet are merged together. Is there a way for me to just grab the vertexes and fix them?
mesh edit mode, move things around however you like. If they're actually merged, you can "rip" them with v
how do I get to mesh edit mode?
click on the mesh, select edit mode from the mode dropdown at the upper left. And watch a basic blender tutorial ๐
The problem i needed to auto fix didn't even show up this time but not it says "This avatar does not contain an animator" tbh I havent made an avatar in ages idk what this means T-T
You should probably watch a tutorial also, it'll explain things like doing the rig setup, which would fix that.
Alright thanks :)
fixed basically everything but its still telling me to set it as a humanoid rig even though i did that
It says "project has invalid dependencies" I can't find any videos?
bump 3
Does anyone know how to upload an avatar without VCC
what does this mean, i been getting it like mad crazy on a avi i am trying to upload...
if anyone knows, please help
its also with this
where is the emmision settings in the material properties in poi shader
i cant find it
...
I need someone to upload avatars to vrchat for me! Iโll pay for the effort
dm me
u cant even get your own avatar to work dawg
๐๐
thats the first for me, it is a avi im helping with someone
I need an expert, @dawn mulch is he good or nuh?
fair warning having someone upload directly to your account is against TOS
it also runs the risk of just getting you straight up banned especially since its not even someone you know/can trust
yappatron
i just need help with this error... its the first time i am seeing it
ask chat gpt
yeah... na
are those the only RED errors in console/is there any errors in the SDK upload panel?
why
I didnโt know that
yeah
you could try reloading your SDK or saving your project and re-opening it to see if you get any new errors
tried it, still the same
what SDK version are you using?
even for 3.7.0?
yes
hm 
its done that so many times...
ask chat gpt
what have you imported currently?
please stop
just a new tail is all
as in you edited a premade model and re-imported it?
its a prefab
so you've just got the SDK packages and a tail prefab in your project currently? im kinda asking what you've imported already as in everything not just what you've changed since it broke
i also got the avi i wanna use too
ok and is that avatar premade or something you've made yourself?
premade
does the model have any dependencies you might've missed/are outdated?
nope
check missing scripts
none are missing
yeah im at a loss for ideas on what the issue could be if its happening across multiple projects and you're 100% nothings missing,outdated or broken ๐
i already did 3 times
if its an issue that happens even with the raw version of the premade model id contact the creator about it
its just on this new one
anyone here knows photoshop
what? you said "and it does it for all past ones ive tried" have you not tried adding it to a new project yet?
meaning i tried with same project
as long as the bones are named correctly and the model is in a t-pose your rig should work fine
ill just not do it then...
try either dragging the files to a new project or re-importing fresh versions of everything into a new project
ill try... ive done it before, but ok
only people see the impostor thing i believe
it syas impostors there alr
u cant check it
yes
wait no
aaa idkk
if u have diff acc for quest
and for pc then yes
thats what i did
it basically looks like
very pixelated
bump 4
maybe it says more stuff? This is not enough info to go on
I have a problem with a screenshader when i move my head (and other players) the shader just disappears on some angles. It feel like a culling problem but i already made the cube (also tried sphere) 200m in all sizes. Anyone has an idea how to fix this? (heading to bed, i'll check answers in 6 hours)
So Im working on an avatar with vrcfury, I added gogo loco and merged the animators with avatar manager. My dances just don't do anything now, I have everything set up right however
For some reason when I rig my FBX to humanoid it removes a vertices right here??
You can actually see it by being in-game and clicking on the avatar then theres a button below it to preview the impostor
This is the same FBX without the humanoid rig
and I know it's not the shader because the actual mesh is effected
my av3 menu is bugged with my toggle value, is this an issue with the menu itself or me?
nope its bugged in vrc too
its with me
Usually it's an issue with your menu. I would try checking that the parameter is correct and is also in your parameter list, check that you're using the correct parameter and menu for your avatar, and also try changing the parameter from a bool parameter to a different int parameter, and if the value doesn't equal 1, then change it to 1, and then change the parameter back
there's some weird things with menus still - like it can sometimes get stuck saying you've got a missing parameter when it's actually been deleted but is lingering around in the file
thats actually crazy
thank you btw
I had this happen the other day. Real pain
I forgot to bookmark the canny post, and I don't see a way to search for stuff I've upvoted, else I'd share the link
oh I see how
upvote ๐
I was trying to figure out the ping. Wrong Kodi I guess ๐
he can wear his hat now
hooray, hat wearing
could be any shader that does realistic lighting
no
its like
i didnt catch the thing
but theres a ball
that if u put it in diff positions
the light changes
ok no idea without seeing it then
Its called pcss
ty man love you
๐ซก
Anybody got experience with Liltoon Shaders? I'm having an issue with the back face properties
why is my physbone having no effect/
?
i move character around and no movement happening
wow that's a lot of draw calls
u mean the things in the left hierachie>?
bump because I can't find a fix
does anyone know what kind of stuff gets security checks failed? (outside of self destructing trails/particles)
this avatar doesn't really seem like it should fail security checks
What is issue of back face properties?
I think from the image alone there doesn't appear to be any problem.
not sure I can see what you mean, but it's entirely possible that the avatar is in a different pose than you had it set to
That wouldn't make sense, because it's removing a part of the mesh completely.
ok, I guess I don't know what you're looking at then
these two avatars are wearing the same outfit, the one on the left is running liltoon
The one on the right is running Poyomi.
with poyomi i was able to easily remove backfaces and stop the odd coloration in the armpit area of the left
It's right under the lip, the blue dot is the inside of the mouth
ok I'm not entirely sure without knowing what this should look like, but that was the only real idea I had anyway.
This is what it should look like, no missing part of the mesh
I mean from the pics I can't tell what is going on at all, I'd want to understand what that section is and what's behind it and what bones or blendshapes influence it.
have you tried reopening your unity project?
i am in desperate need of help importing my FFXIV character into VRC (need to get it to blender before VRCSDK, and that's not even fucking working).
how to make avi show emote only when two hands make sign? like bleep=two hands show peace
how do i get camera close to character for play mode:?
literally move the camera, it's usually called Main Camera
use both GestureRight and GestureLeft conditions in your transitions
camera can be far away
you can always switch back to the scene camera, and look at it from there
Alright, Let's do a quick check. First, is the Cull mode in the Base settings set to back?
that's normal
yes
OK. Basically, optimized assets should not change unless you make some changes.
The next thing that seems suspicious is the outline item.
Please check if there is a dedicated mask file.
bump
Heya question,
i have a excellent pc and quest avatar i made and uploaded to VRchat
but the SDK says "this avatar cant be used as a fallback
anyone have thios before?
did you only publish to windows? or did you also do it for quest?
yeah both quest and pc
when not talking, he defaults back to the open mouth [no shape key] when he should have the closed mouth [key 1]
What does โinvalid headerโ mean when Iโm trying to import an Fbx into blender ?
not sure whats up
fmm, that's weird...
I don't have the asset so I can't say more than that, but it's probably an older version of the jacket.
Looking at the shop history, a message was added in June of this year stating that the armpit issue had been fixed, so please check to see if you have the latest version of the asset.
This image used google translation.
All viseme slot has to be uniquely assigned. That means you can't reuse blendshape in other viseme slot.
Is there a way to make the Nameplace / Chatbox higher over the Avatar?
I have some Avatars where the Chatbox is in the Head/Hair of from the Avatar and so not readable for others.
it works fine though except for the closed mouth
i've never had a problem with that before
wait nvm
its working now
No. It shouldn't work. Reusing viseme blendshape is going to cause viseme overriding each other.
Anyone help with this?
i have my avatar uploaed both Quest and Pc in excellent quality
but the SDK says good and i dont know why since i match all the preformance ranks.
but in vrc it says excellent
its preventing me from selecting it as a fallback
do you use maybe VRCFury or something to add something to your avatar?
(if you like merge bones then it will still show in Unity but in VRChat it will show the correct values)
good should be still falback-able tho
yeah good should be albe too
and nah not for the quest version its all basic no toggles and nothing
Mesh memory is 3
bones is 75
4000 triangle
1 material with one texture
i have o clue XD
If you unpack a prefab is there a way to get it back in the original prefab later?
no, you never should unpack prefabs unless the prefab is telling you to do so
Okay ๐ just wondering
There's something I need to edit that I literally can't unless I unpack it so, rip
I can either unpack it and understand if I update the fbx model it will break , or fix it in blender and then have to adjust every variant for the changes I've made
what do you need to edit
How do you retexture something in Blender ?
Try looking for "blender texture paint" tutorial.
I'll double check, I could have sworn i had downloaded the most recent version.
Trying to follow along with it but my blender just completely froze
When I was moving the model around it was really blurry, too
hello! anyone know why the textures arent showing?
Any yall know a good tutorial on avatar proportion scaling in blender? I cant find one.
The legs of my character are too short and Iโd like to make them longer
what's the best way to fix the clipping?
it goes through arms, torso, legs
i know u can add colliders, i just want to know which would be the easiest approach
or the best
if the cape is rigged, constraints may do the job
it is rigged
gonnac check it out
I created clothing toggles for 3 outfits, making sure they are set on/off right but somehow when I enter playmode the default outfit change to another one and I could not toggle the default one at all. I've tried different ways but the result was the same ๐ญ
i dont think thats what c onstraints are for
any1?
? ๐ฅบ
can I give these colors?
so i can find them better?
question, ive always wondered, does it actually matter if you upload an avatar at position 0,0,0 vs like 1,0,2 slightly offset
scale or move the bones in blenders pose mode and apply as rest pose
adjust mesh accordingly
You can have it moved anywhere, VRChat makes a temporary prefab of your avatar and uploads that, then deletes it
cool!
what's the best way to not let the robe clip through other meshes?
I'm having viewport issues regarding a hat my Avatar is wearing
This hat does use parent constraitns (When you grab it with the left hand it comes off)
But for whatever reason, its in the viewport of the avatar seems to show it, on closer inspection the viewport of the avatar seems to be way more into hte head then anticipated (its not where i placed it)
Anyone else have an issue where the viewport is shoved into the scoll of your avi? how did ya fix it?
isnt that purple coming fromo the hair>?
is the eye position straight forward?
yup, let me get a better pic of where i have the viewport
right in between the eyes
what is this mesh?
that mesh is the hat
so hat moves down
yeah, but the viewport is also shoved way too into the back of the head as well (like in the secound vid how the hair was in view
wait i didnt send that one
gimmie a sec
do u have the model once or twice in ur hyrachie>?
once
when u look into the mirror, eyue hight as can be seen is correct
head hight too
hat*
something else is going on
i believe so, but let me double check
yes, when i look in the mirror, everyhting is in place, the height is correct with the viewport, and the hat is in place
perhaps its somehow is shoved inside the head too far?
something is spawning in game double i think
check the hat
if hter eare duplicates
the hat is the same. I did place it in the head bone higherarchy and that seemed to solve that issue, but my viewport is still too far back into the body
like when ilook down i see right though my character's mesh
one moment let me see if i can get a clip of that going on
here's a better example
that lavender color is the hair
help nooooooooooow !
I bought a non-compatible bunny suit from a Japanese site called BOOTH, but I'm being attacked by the problem of not being able to install it without a compatible avatar!
How can I do something about this !!!!?
i think that is normal bc of the view cone
so there isnt anything i can do to quite fix this?
there are probably ways to look through own mesh
but im no expert, ull have to wait for osmeone to answe this
there is]
alrightie, thank you so much on your insight! I think I may know the next corse of action to take here ^^
u see:>? i see part of the ring too
hey?
u can adapt the suit to any avatar
that makes perfect sence!
ye
Oh, I didn't tell you what model I was going to install it on.
It's Luce from Fluffy's.
I want to install a special bunny suit for YuNa at the same time.
ur issue is the same, ur chest pops out more maybe
so it is visible like that
yeah, when you put it like that, it makes sence, I'm going to messaround with the Head chop component to see if i can do anything about it^^ but knowing its a mesh thing helps tons
Again tysm for your insight!
my looks like this in normal mode but in playmode and ingame it looks like a stick
how would i fix this?
how do i test player interactive physbones?
There is an animation shrinking the arm. Its often used to avoid clipping through clothing. You have to find the animation doing this and either get rid of it or flip it's state or update it's conditions so it only does this when really needed
ohh
damn okay
thanks, i have no idea how i would find the correct one though lol
Decimate. If you have multiple playable layers, start by removing those to see which one make it go away. Then in that layer, set the layer weights to 0 and see which one once more makes it go away. You'll likely only have 2-4 animations to check after you found which exact layer does this
ohh like fx layers?
fx is one of the possible playable layers, yes
does anyone know why my mesh completely disappears in my my project when i enter playmode? infact everything disappears....
video
Hello, I was wondering why some of my avatars are not showing up in some avatars search world ! :))
Most likely because the interval at which new entries to the api are queried can vary. Best ask the owner of said worlds
Thank you so much ! Iโll definitely do that.
I wanna sell this model ive been working on in blender for a while for like a 10er on gumroad, is there anything i should be careful of?
my colliders arent working i vrc but in unity, why?
does anyone know how to fix this issue?
My avatar fingers keep closing on their own, help?
On your avatar root is the avatar descriptor component. You will see the viseme part where it has a slot - drag your face mesh into that. If your head is attached to the body, body is fine as well
The only advice i have for you is to think like a salesman when you put it up. Make sure you are transparent in terms of what you are sellin.
i put collision on arms but no effect in game
the collider works in unity, but in vrchat I see no effect,. I put the collider spheres on my arms,.
hope someone knows whats going on
it only works if movements r super slow
My avatar fingers keep closing on their own, help? ๐ญ
How do I add a chair? All the videos I can find are several years out of date, and even when I do find a way, if I try it again, it doesn't work. I also want it to be on a toggle, but that also always breaks it
the box collider needs to be enabled by default
How do I fix this?
Reduce texture size.
Do you have a pointer on how I should do that? I have been struggling with it
Inspect texture files that you're using, then reduce Max Size down.
Honestly i don't know which one I am to reduce here
Everything didn't hurt either.
I am to reduce everything you mean?
At least should be what you're using. But since you had no idea what you're using then reduce everything.
Okie dokie. so more pointer here, please
How would I use a texture swap on an avatar to make a mesh invisible? :0
As I mentioned before: reduce Max Size.
You have to switch materials.
Oh! yeah, max size!
I know, but I tried it and it made it translucent instead of invisible
How is it actually look like?
Which is the most preferred for quest?
I redid it with individual skinned meshes
Just down enough to fit the limit.
Aye! Thanks
but basically the mesh was still visible, but it was mostly transparent like a ghost, you could see through it and it was hard to notice unless it was in front of something nearly white
Try 1k-500
Use Cutout preset and set alpha to zero instead.
i made a new animation but the avatar stays like this
curled up
and everytime i go back and forth she curls up as well
Where do I find that?
Sorry I replied to a wrong person.
Use Cutout preset and set alpha to zero instead.
oh okay
Material preset? :0
Like instead of default?
Render preset.
That's where you select Opaque, Cutout, Transparent, etc.
ohh
Still nothing changed.
You have to build it to update the size.
Makes me think you changed texture sizes of files the avi does not actually use
Actually it was for pc and i used the VRCQuestTools to reduce it's component and all. could that have been the problem?
Do you have them set to "none" or normal
Yes! It's all on normal
Hmm bilinear or trilinear??
Also 700k polygons will make the file huge.
And how do I reduce that also?
You could simply delete objects that aren't necessary on your avatar.
Deleting object will also eliminate unused texture.
Aye!
you can use this shader: https://github.com/netri/Neitri-Unity-Shaders/blob/master/Discard.shader
if i move a keyframe in the animation the model curls up
even if i don't have any keyframes
There shoud be a "T-pose FX" controller in the default SDK stuff. Replace your FX controller with it, press play, and it will return to T-pose. To keep it that way, drag your avatar from the scene hierarchy into the library to create a new prefab, then get out of play mode and drag the new prefab into your scene. Viola, it's now back in T pose. Replace the T-pose FX controller with your original one and you're done. You can delete the old curled up one once this is done.
To avoid this in the future, don't ever make animations on your original avatar. Make a duplicate, and create the animations on that.
Oh I guess the T-pose is part of Avatars3.0Manager, not the default SDK, so you might need to install that to the project first
this?
How do I fix
Ignore it then see what's wrong in unity.
Okey. I clicked ignore. I have never had this problem so idk how to fix xD
If you just migrated it's usually caused by outdated packages.
What does โinvalid headerโ mean when trying to import an fbx in blender
How do I apply the shader? I can't drag it into the shader dropdown box
drop it into your project somewhere, it'll compile, and then you can choose it from a material.
Do I have to compile it manually?
those were complete instructions ๐
nvm, I found it
I thought it would show the project name or just have the filename on the dropdown list, I thought it'd only show the creator's name if I imported it as a unity package
if you don't read shader code, this shader basically tells the GPU "dont' render this pixel" for every pixel.
sounds resource intensive
no, those are determined by the top line in the shader
if it does it individually per pixel
er, this is how shaders work
Shaders are always be like that.
Apologies for my ignorance
the rest of them just then have to decide what color to make the thing, and that can get complex
I think I forgot to set it as opaque again
yep, I did x'D
one of my materials is still showing as a cutout after I set it back to opaque tho O_o
And no, the normals aren't inverted, I checked in Blender
when i wanna edit the view position, the sphere doesnt show up so i have to work around and put a sphere, copy the position, and put it in the view position info. is there a way i could've accidentally disabled the view position sphere from showing up?
ohhh, the normals WERE inverted except backface culling was on in Blender so I couldn't see it
use the "face orientation" mode in blender to check this stuff, it's so easy
Yes, make sure this is enabled
you're so appreciated
i tried following that, i'm trying to add idle animations but for some reason when i move forwards or backwards ingame, the model goes up and down
I do not know how to fix these errors...
are those the only three? If not, post the first few, at the top
i found this text in the store page "โปใใกใUnityPackageใฎไธญ่บซใๅ
จ้จใคใณใใผใใใฆใใพใใจใจใฉใผใๅบใฆใใพใใใใShaderใฎใฟใคใณใใผใใใฆใใ ใใใ". it means "Note: importing all files in UnityPackage will be error, so please import ONLY shaders."
i wish this info helps you
oooooooooh okay so it only needs the shaders imported
so maybe you need to import these:
- Modular Avatar
- lilToon
- shader files in ๅๅฝขใฒใผใธใทใงใผใใผ
modular avatar? interesting
okie dokie i am gonna try it with the nova beast later to see if that works
It doesn't say anything else
ah, definitely nothing to go on then
I have ||Wholesome mod|| installed via repo on Creator Companion and within my project, it is not appearing...
What are you referring to?
Wholesome SPS package
Not a "mod" technically.
oh sorry xP i meant package xD
so dont worry too much about being wholey original? i mean all i did was take something i like as inspiration and kinda just took it from there into a bunch of random directions, this is only my second time making a full from scratch model and trying to distribute it
The thing is: What is original these days anymore? There are dragon avis, wolf ones, foxes - anything in nature already exists and even past that, take the rexouium for example, which is basically a fox with feathers, so lets just say its a cross species. Theres nothing that doesnt already exist. You should definitely add your own ideas to it, but a "whole new, never before seen species" is hard to achieve as youll find certain things on other models no matter what
how can i make an idle animation?
thats why trying to make something original has driven me up the wall
i just took a wicker , something i like a few other things as irl inspiration such as dears and kobodals/derg, and juust sorta slapped it all together
hello guys :3
i want to reduce the textures of an avatar i compressed for quest. but i cannot upload it cuz its too big still.
How and where can i reduce the materials? im confused where the avatar materials are from my second scene i made, i followed a tutorial to make it compatible to both platforms but now im lost
i already changed the texture size limits to 512x512
Those material likely are from animation in FX layer.
sorry, where can i find that ?
FX layer in avatar descriptor. It has material references if your avatar had toggle that switch material.
I am also making an avatar and it will have feathers like the rex. I will be crediting the inspirational source of course. As long as you're not trying to hide it or tell people lies or even steal assets such as horns or body parts and sell it as your own, you should be fine.
Help!
I don't see whats wrong with that. You probably have twist bones, which are children of the lower arm. I do too, I just name them something else so i dont get this warning
If it works, this is fine to ignore
is it possible to fix the weird tears and blush etc things on the quest version of avatars?
Since quest does not support transparency, your best bet is to take this to blender and cut out the tear shape so theres no need to hide anything of that plane
Sorry, I still don't quite follow. Are you saying I rename? And I hit upload and it failed
its all made from scratch
I am saying try and see if the avatar works like this. Likely you can just ignore this warning. Show what errors you get in the console when trying to upload
i want to add a tf2 sentry gun to my avatar, but i have no clue how to make a world constraint properly. is there a tutorial that i can reference? (one that uses VRC constraints and not unity's)
I hope youre also not uploading from the rigging screen. If you are, you cant. Same if youre editing a prefab. You must be in scene view
Got it all figured out, thanks
Because we actually don't have all public avatars. Just the ones for which people have sent us the IDs for. That can happen over time by people wearing them around people who might log the IDs and submit them eventually, but the better way is just to submit them directly yourself so they can be added ๐
animation from blender won't play in unity :(
does anyone know why my mesh completely disappears in my my project when i enter playmode? infact everything disappears....
when i add an animation all these bones animate for some reason
Fixed
Question where can I find this avi?
I need help trying to fix the matcap shading, the mouth and face are separate parts from the head but because of that it's making this weird effect, does anybody have a solution to this?
I've been stuck on this for 2 days :(
How can i make an idle animation? Anything i try Just breaks the model
how do i get around this?
Do anyone know ehy the eyes doing this?
what is "this" exactly?
The eyes, for some reason whenever I move the head or jump around, the eyeballs is like moving out of the eye sockets
epic embed fail
I have a problem with a screenshader when i move my head (and other players) the shader just disappears on some angles. It feel like a culling problem but i already made the cube (also tried sphere) 200m in all sizes. Anyone has an idea how to fix this?
Check any physbones settings that effect the head
I think you have to make your bounding box a little bigger for this - 200m is probably not needed, but probably just under the VeryPoor limit of 5m
There's for left and right eyes but it have no physbone scripts should affect it
Blender as well when I move the amature it stay still instead of bouncing out
The eye bones are direct descendants of the head, right?
how can i do so? Its a mesh renderer so i gueeesss boundin should be the same as the transformsize...?
Yeah that's my assumption, been a while since I tried this
oh, rather
I see what you mean. Let me find where I last did a thing like this
hmm yeah if it's not a skinned mesh renderer it has no bounding box. I think what I did was make the bounding box for the body mesh be overly big in order to not have the culling happen when the screenspace object got scaled
How can i make an idle animation? Anything i try Just breaks the model
Yes it is
Still trying to figure how to fix this
how do i get permission?
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
ah i see thank you
well but tbats an ida. ill try it on a skinne cube next, tyy!
yeah I didn't try it on a skinned mesh renderer
Apparently it only happened whenever I look up, jump only
In mmd world, normal walking its still ok
so uh its not letting me build to windows any ideas?
What? Never seen that before. Try reinstalling unity
When one have this type of error, what is to be done?
The first one i told you about alteady, the second one can be handled in the animator
You should set write defaults to whatever the avi originally came with
that's not where you do either of those things. the first one you probably have to fix in Blender or similar, if it's actually a problem. test in game, and if it moves fine, ignore it.
I think the issue is with the second one
And that's what i can't locate
Any help on how to fix that?
can anyone help me
it says i have to fix something
but its not as usual
the issues are not listed here
well you should have all WD on or all WD off unless you really know what you're doing for whatever special case you have. You'd have to go figure out which animations are not like the others and assess why.
Maybe, but i find this more sus
Import warnings are often not good
everytime i add a new animation and just move the timeline, the model scrunches over and when i upload it to the game, the legs are all broken
The write defaults is something to do with animations in your animators.
bump 5: return of the sith
This is what i have in my animator
Not this one
In your playable layers
Still i urge you to have a look at fbx import warnings
Let me check that and send it
damn
There shouldnt be that many but if youre not having problems with the meshes, you should be fine
Pointer to this?
Can anyone with knowledge of texturizing please please dm me, i need alternatives to substance painter that doesn't tank my laptop
On your avatar root inside the avatar descriptor, rather towards the middle of it. Its the gesture, additive, fx layers. Wherever you have something assigned
Yes, I can see it
Found it?
All your gogo ones use wd on, so you wont need to look into those
Its likely fx or the index gesture layer
Double click either, itll open the animator state machine. When you look through state layers there, youll see animations inside.
Hey guys, my avatar stuck in T pose, everythings seems normal in settings, just made vrcc update and sdk base update, what shall i do now?
This is what I found instead
can anyoen help me
./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:426)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.OnGUIAvatarCheck (VRC.SDKBase.VRC_AvatarDescriptor avatar) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:341)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.ShowBuilder () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:154)
VRCSdkControlPanel+<>c__DisplayClass192_0.<ShowBuilders>b__4 () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/ControlPanel/VRCSdkControlPanelBuilder.cs:756)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
Unlikely from just now
validations dont show
its the same one over and over again
Try rebooting unity, relogging as well
Its complaining about state machine stuff, so do you have any playable layers assigned?
In your avatar descriptor...
What if you unassign them
Click the animations, not the transitions
its just goes back to what it was
Ok, id duplicate the fx
Then from the dupe, delete the last animation layer
I assume this is a new issue, so its gotta be something last worked on
vrcfury
thing
i added a toggle
then it was like this
i removed the toggle and its still the same
It aint that then
Still, just try removing things from the state machine in fx until its good to narrow it down
Once you know which one it is, you can probably fix it in the original fx or just remake one layer rather than the whole fx
Do I have to on all the write default?
poiyomi rim lighting looks like this in vrchat but this in unity. ive made a new material but its still not working
Seeing as your gogo uses wd on, its likely a good idea to go with that, yes
So, ON all WD, yes?
If you don't know the answer to this it's best to go all on, yes.
Yes
Aye! Just did that, then i go back to my sdk?
Remember you had two playable layers
Check the other for good measure if you still get that msg
If its gone, youre gucci
hi i have a friend that have this issue with his avatar, he putted to it a pair of trousers and when he move, the top part break, which is the issue and how to fix?
looks like awful weight painting
It could be, but also check fbx import warnings
The Gesture and then the FX, correct?
i have a BSDF shader node on blender and i set up the shader for unity but the results are not going well
What kind of materials though? Standard PBR with textures, or are you doing procedural stuff?
One vertice has no weight, you may find a triangle being pulled to the world center. Thats that, but the rest is bad weights
?
how i adjust it? i am already in blender,
standard pbr, but I can't understand the reason why isnt working, somewhere along the lines seems to be an issue with UV's but can't really tell at this point
(i have experience in putiing weight paint in new models but not in existing one)
it's no real difference - select a bone, rotate it, watch how the mesh moves (or doesn't), weight paint it to correct incorrect movements
Id recommend an addon for blender called robust weight transfer.
Itll enable you to copy weights from the base body
agreed - it's great, though it doesn't mean you don't have to correct what it does
Id love to actually see what you mean
yeah sorry was trying to get the screenshots
and is not a very complicated set up
but for whatever reason is not translating
In Blender, check your mesh object, make sure the active UV map is the first one in the list
how do i import gun assets from pc to android
and i dont have problems with shaders and textures
more like how do i make the quest version recognize the pc menu
that i imported to the quest
version
recognize? you can just use the same menu files really
im probably just gonna try re-creating from scratch, im noticing 2 issues
I'm not sure what you're trying to do then
dw guys ill wait its fine ๐คช
import the anim assets and models of the gun
guns*
in the quest version
and make them work there
thats what im trying to do
are you talking about menus or animations or what here?
but in unity is blending them
menus animations of shooting and models itself
basicaally the whole pc gun package
just
with lower
textures
and shaders
so quest
doesnt have an aneurysm
Each mesh object has its own UV sets. In Unity you usually just have access to them as a list, in Blender you get names. It really depends on how you setup the textures as to what goes where
If each object has the same named UV maps in Blender, and you put them in the same order, then in Unity they'll likely be treated properly
so what do i do?
I tend to combine my objects into one and merge all these together.
then im as confused as ever, everything is set properly in blender, but unity isnt treating it the same. I'm pretty noobish since i havent touched a game engine since UE4 so I cant honestly pinpoint where the problem is
without seeing what actual assets you're working with I have no idea what to tell you here, sorry
hi
il take a screenshot of the files
tjat
oops. Anyway that isnt' really going to help
well shit then
i put collider sphere around my arms, yet it still moves through clothes
in game
Ive once had a similar issue where i had to delete uv maps from objects that are unused on said objects - regardless of the order it would use the wrong one
so like my rim lighting issue
To this day i didnt figure out why but never had that since
IK overrides things like this, colliders on your arms can be used to move other objects like clothing in response to arm movements, but it won't prevent you from moving your actual arm in a way that happens to go through other mesh
am i fucking shadowbanned or something
No seal
no it's more that nobody has an answer for you
We just dont know
it should work just like in the video
but in vrchat, the colider barely works,, i hav e to move the arm very slowly
to hjave any collision effect
bump 6: the bumpening
how do i constrain an object to the world in vrchat so when my avatar moves the object stays
good question, i also wanna know
use vrc constraints
how can i make an idle animation?
what do you mean, it's just any animation you want?
yeah, i want to make an animation that plays all the time
make the animation, put it in an animation layer, enable the layer. That's really it
one of the items in the "layers" list in the animator itself - those, despite being called layers, are animation controllerse
Maybe dont use additive
this?
Yes, that's the list of layers in whatever animation controller you selected
now what ๐ญ
now you learn how the Unity animation system works
does anyone apart from kazin know how to import the gun assets,model,animations from the pc version of my avi to the quest version even if the folders are differently placed?
haha
this
Unfortunately, unless someone know exactly which assets you mean, you're not going to get a great answer to such a vague question
you did not want screenshot of assets tf ya mean
and "import" is probably not what you're actually looking to do here
yeah because a screenshot isn't going to be very useful
how is not
its literally a list of all the assets
that are there
the hell?
i need some hel pls
y'all where did the gesture layer go
when i put the animation i made on base locomotion ingame the animation doesn't play and i sink into the ground
this happens when your avatar is not humanoid
Does anyone know how to make an object show up on quest side because it's only showing on PC side and not quest?
oh ๐ญ
the model curls up like this
Are you animating a prop? If so, use fx
avatar
eyes
Eyeballs via bones or blendshapes
Does anyone know how to make an object show up on quest side because it's only showing on PC side and not quest?I uploaded an avatar that only has the object seen on PC and not quest
blendshapes
Make sure you use the same avatar parameters list for both avatars, the order is important.
Use fx
how do i do that
You dont remember adding the animator into additive 10 minutes ago?
Zero
No
๐ฆ
i do yes
kazin
what?
Use fx instead
need ur help
alr
I don't have any answers for you
i try but after i try to upload it it says avatar validation failed and gives me the same error
Guys, need help please!
my avatar, made update in vcc, all good in unity was when i edited animation. made upload. now avatar stuck in T pose, in scene, in game. just freezed position, animations not working.
if i use vr - movements works by controllers, in desctop mode all freezed in t pose
i ve tried almost everything
i testerd it in unity play mode
I'm 100% sure I could figure it out if I actually dug into the project and debugged it, but I'm not doing that
physbones may not work with fast movements
You likely have errors in your console then, have a look
i mean colliders
Parameters list? Oh I see
the blendshape just stays on the last key and i'm inside the floor again
Usually it's that the right parameter isn't being set on the quest one
on this position
When you animate in unity, you should do so on an avatar dupe or click the preview button so the model moves out of this pose
so yhesterday there was a girl asking here, how to not see ur own mesh
alr alr, but the animation still doesn't work
she positioned the eye view correctly
nvm it does work
is there away to not see ur own mesh? like making it invisible to urself but not to others?
@junior void tysm you helped me a lot
I see my own ring
you could use the IsLocal parameter in the animator, sure
Local = only you, the player
may I direct you to VRChats docs on animator parameters?
ok
It basically is saying, "Oh, is this the player rendering themself? Yes? It means IsLocal is true. Is it someone else rendering the player? Yes? It means IsLocal is false.
then local is wrong
i dont want to see my own mesh in front of me
have tyo disable ti
Bed time for me. Bye chat
gn zero
Yep, basically there's a way for you to make it so that when IsLocal is true, it hides your avatar.
gn
where?
seriously?
I strongly encourage everyone to read this site, and all the rest of the docs ๐
too much
haha
why does the mesh do this? (light parts) Nothing is weirdly placed so i dont get why theres light spots. Ive tried all of the smoothing options
Mate, it's sometimes a lil hard to find the docs from nothing. Plus, some people aren't really good at learning from just a wall of text.
Probably reset normals - that's what's going on there
How do I do that?
there are also lots of tutorial videos, I didn't suggest reading only these and doing nothing else
Good to know, thanks.
u said the entire website
That didnt help
the only error that keeps popping up is this
Thats what I did
and I even checked to see which way the normals were facing
Oh, that's strange
uhh- could be how the points are connected? Don't know if that'd be the problem but that's MY best guess
Yeah the only way i could get rid of it was dissolving the points, but then that fucks the shape up
Yeah no the points were fine
i wonder if it will be noticeable in unity
Hmm- Maybe if you disconnect the points and reconnect them in a different way? Like on the inside there, it has the lines clipping through the face, meaning that it could cause issues with that.
choose face
it had lines clipping?
i did
In the first image, the line on the right side going from the middle right to the top right corner
put it in slot for lipsync in ur vrc descriptor
.
those are bones
ohhhhh-
i did
hm?
have you removed the light from your scene?
screenshot it
i put it there or the body then the error doesnt pop up anymore but then wehen i upload it it says avatar validation failed and gives me the same error
I dont have one
weird
ah, then i am stumped as to what the issue could be...
does anyone here have avatar asset experience?
ugly ah spots
is only head right? no face mesh, it is head? @idle relic
I will repeat myself: add the face there and then loook at the console
Console is not upload screen
click select
sometimes it directs u to a mesh
shows u where it has issue
i did i will show u
i did it takes me to nothing
make sure there are no dupklicates
maybe u seolected duplicate head
reassign
delete lipsync and refill it
dropping ur mesh into the slot again
It should highlight the face object
I think i know the issue though
If im right, you should find warnings on the fbx import screen of the avatar fbx
Anyways, does anyone have any clue what's going on with my model not animating the arms correctly despite having all the stuff in both the Action and FX Layers? I can attach images of the insides of my animation layers and the animations that it runs if needed.
does anyone know how to import gun assets
from pc to quest
like animations
models
i click select and it doesnt work
See the rest of my msg
Reset vectors fixed it
awesome!
bro hid
uhh i think i may be acceding mesh and material count
why so many meshes... why didnt you just combine it all
you need to combine the meshes in blender, otherwise you may get issues in vrchat such as certain parts of the body disappearing
hot tip, the word is exceeding
delete lipsyn, put mesh into slot again
im sorry idk what you mean
In your files at the bottom, somewhere in there is an fbx that is your avatar. Find it, click on it, then see the inspector window inside which you shall click "rig". Screenshot whats shown there
delete lip sync in the avatar descriptor
Wont help if im right
I see
i made this avatar and added the head and body in unity though
i dont think i have an fbx
this is the stuff i added
Lets see the hierarchy of your avatar in the scene then
i added that in the armature
I assume under neck bone
Try renaming the head to face
someone told me to do this "Apply Scalings: FBX All and Uncheck "Add Leaf Bones"" but idk where to find that
ok ill try that
Those are export options in blender
ok ya i figured
Also, you didnt have to put the head on neck
The head is just the mesh
The armature for the head is included in the body armature
At least last time i checked
so then wehre would i put it ?
and i renamed it to face and the upload didnt work still
the same exact thing
Not the upload screen
the console yes
The console
its the same thing just avatar validation failed face mesh is not specified
Can you please screenshot the console
i fixed it oh my gosh
heyo! so I have an issue with my avatar currently, I try to play one of my animations and it works 100% fine on my end but my friends cant see some elements moving. is there a way to animate it so it isnt jus local?
How did you fix it?
it is synced on the parameters btw
I got back to it. This are the errors I am getting even after I have ON the WD
@junior void
anbody know how to make legs not be stiff in an animation?
Is it possible to animate lipsync with multiple mouth models
The model I'm using to make the avatar came with multiple
so what was the mistake?
wdym by multiple mouths?
tbh idk i just was playing with everything i was renaming the head and body and it eventually worked once i kept trying over and over again
i hate when it isnt clear to me
makes u relieved but disappoitnmed at the same time
you could set it up so that the extra mouths go over the base mouth via blendshapes
How
For people that make avatars does anyone use cats plug-in in the new blender for their avatar?
bump 1
search in here, we've posted links to the new version a whole bunch.
but to actually answer your question: no, I don't use it ๐
Also how do I make my avatar squint and stuff
Best way to do this is blendshapes to my knowledge. Basically you can look up how to do blendshapes for VRChat online for some tutorials with this kind of thing
How do I make a blendshape tho
uh- here's a good tutorial https://www.youtube.com/watch?v=YtJ1Dbv-XUA
Because all the mouth models are seperate
oh- that's a strange way of having it, i got no clue how to do that then
okay, anybody know how to not make animations local when sync is ALREADY activated?
Yeah because nintendo
ah yeah nintendo be weird sometimes
(They're ripped straight from the files of splatoon 2 lel)
I'm looking for anyone who can help with making a avi
Yes, people in here can, feel free to ask questions.
ok looking for a commison
you'd keep the normal close mouth as you base mouth then for each mouth,blink w/e your wanting to do with the multiple meshes you'd created a new blendshape by just slightly moving the mesh infront/ontop of the old one
dont take any DMs from users about that in here
?
go to VRCTraders in #1204490664637890580 you'll only get scam DMs here
I really like this shark, it's quite well done given the limitations
oh ok
alot of vulthra's stuff is pretty awesome to work with
especially for 2d faces
Nice, I've only seen it in game, haven't looked in-depth
Would y negative like 1 work
it'd just need to be slightly over the mouth you want it to be an almost tight fit so that it doesnt look weird (not too far off the base mouth and not too close that they merge with eachother)
this is something you'd need to do in blender and in edit mode
Would behind work?
can someone help me with uploading avatars? i feel like googling it will lead to me being a dumbdumb and misunderstanding. i know you need files and unity, but thats it
i think i might have the files part down but idkkkkkkkk
Like storing it behind
also ping me if u respond bc i will not be checking back regularly
Sure but do you have something more specific?
wdym?
i need help uploading an avi and i have no idea how to do it, all i know is i might have the files
How do I make a blendshape in blender
okay.... is ANYBODY able to figure this out? i keep getting overlooked here guys! been asking for the past few hours
yeah kinda, this is how i do it for nintendo characters atleast
Ok
So I make one for every expression?
yep!
Alr
you can make full faces too if the parts are seperated enough (AC characters have their eyes and mouth seperated from the rest of their faces not sure if its like that for splatoon stuff)
How do I scale
It is
oh so you need a beginning tutorial then? This one is good: https://www.youtube.com/watch?v=bSwMz4WcajQ
But my pearl model only came with one eye mask