#avatar-help
1 messages · Page 9 of 1
Actually, I baked the animations into the FBX in unity, would that mess with anything?
Do they work in unity when previewing
Yes
Should be fine. Does the tail twitch at all when you use the puppet or not
Not at all, it's totally unresponsive.
Can someone please help me understand why this is happening? It was fine a second ago then I added some earring and then this happened. Please help
Have you looked into your fx layer in play mode? Do the parameters get driven with the puppet? (Gesture manager debug menu)
They do!
Try recording one animation in unity, doesnt have to be pretty, just something with the tail and slap it into any one of the puppet animations
Just to double check the animation yk
I was trying to make a black templar avatar, but I got these errors and I don't know how do fix them. Also the textures Death_company_Black_Templar.png and spacemarine_pawn_whitescars_t1_s.png have to be displayed at the same time, (one is for pauldrons and chest, the other one is for rest of the body) but when they're enabled at the same time, they just override each other and mix
Configure your rig in your fbx import settings. If you have all this mapped already there, drag a new fbx into the scene and copy your stuff over if you need (pumpkins avatar tools can handle most of it)
I don't know how
are you trying to get 2D eyes or this style of eyes
bc if you didn't already know how these eyes are made, the white part is actually a hole in the face, and the iris moves around inside the hole
it gives a similar effect to follow-me eyes in a fursuit
also just allows for more freedom in eye shape
as an example, here is an avatar I recently made for a commision, if you look inside you'll see that the whites of the eyes are actually just a hole in the face, and the eyes sit at the front of the hole
Ah so then they just rig a circle to a bone ?
Alr ill try it
I figured out the issue I had before was because of textures that neither of us have, after resolving what I could there's only 1 missing texture which is a metallic roughness map, is there a way to make one from the base texture?
This is literally the last thing I need to do before it's good to upload 😭
Oh also the original sketchfab model was deleted which is why I'm going through this effort
if anyone saw my message asking for help with disappearing parts from my avatar on certain viewing angles, it was a bounde thing. i had to redeit the bounds
Thank you for taking the time to help me! I greatly appreciate it. It was the animations :[
i have all the necessary assets, i still cant figure out why pcss is erroring out on me
if anyone else has pcss and has encountered this issue before, how do you solve it?
tried reimporting, didnt work
Anyone know the parameter VRChat uses for lipsyncs
Gonna just download a different model to replace it, won't need a fix anymore
No, shapekeys only affect the mesh.
You'll want to use an animation.
hello, in vr my avatar fingers close when i press any button
i didn't add any animations or constraints to the fingers
Does every animation need its own unique animator when creating a custom animations
Testing out a theory S to why it is playing only local and not global
Also I do have them all saved and synced
no, that would be horrible for performance to require subanimators
everything (non transform) can be done in the single FX layer
It depends on what it is affecting, but, generally, you'd want to stick custom animations in a layer in the fx animator slot.
I'll try that when I get home
And i do have custom locomotion animations so those go in to actions then?
is anyone able to help with just the eyes being blank i was able to fix the camera
I'll try that after work, should i put the locomotion layer in action?
Or combine the 2
You'd have to go look at the rigging setup, in the inspector for the model file
https://creators.vrchat.com/avatars/playable-layers/
Best to read this.
There are 5 "animators", but they are all combined when uploading so it becomes one.
They are however meant for different things.
Locomotion should be in the base layer according to VRChat.
You can find an example base animator included with the SDK (you might just need to search for it)
hello, in vr my avatar fingers close when i press any button
i didn't add any animations or constraints to the fingers
so im making a three headed cerberus does anybody know how i would go about applying lip sync to all three heads instead of it only working on the main head
does anybody know how i would go about using blender to merge/assign blendshapes so they are the same (ah oh ch or whatever if they have custom)
or if theres a videon that could help me
hey i brougt this texture and i need help with it
(ping me )
what you need?
someone help
help applying it
so do you not know how to use unity?
like uhh adding textures in general
or like using photoshop on the models face
i’d go to photopea.com, go to your files and grab shinras normal mask for her face, then adding a png of the texture on top of it, saving it and dragging it to unity. then applying the texture from there
the model just isn’t rigged, doesn’t have an armature probably. was uploaded weird
the eye sight is above where it should be
its has a rig though
what about the eye height?
i couldnt change it cus it just had me moving the model
that’s why 😓
hello uh is there a possibility to copy a gun shot animation and particles and import it to another gun?
would that fixed the arms and it being in the ground though?
just particles, you’d have to do the animation yourself
how do i import the particles? might i ask?
like how do i copy em
it just moves the model when i try to move the view thing
from like, scene to scene or from unity project to unity project?
that is a tad annoying, it might be a different height too
i dont get it unfortunately
are you moving the particles in the hierarchy or from different projects to another
no
same one
i wanna move the particles
from A GUN
to another
idk though
not project
you can click on the shuriken looking image if you turn gizmos on, copy and paste the particle and attach it to the gun 😓
i didnt know that? dude i almost have 0 experience of redoing it to another model otherwise i wouldnt be asking you it 😐
thanks anyways
dude what 😓 i just gave you help.. d1 crashout in avatar help
i said thanks? your acting like i should be knowing this stuff 
ok did eye thing still in ground
😭
I have an avatar using parent constraints for weapons and they keep switching going back into the holstered position whenever I activate the "Hit" toggle, which only has one object it's using which shouldn't affect the parent constraint
(for example when I make a fist it will play the animation like it's supposed to, but it will also go onto my back instead of staying in my hand)
I know how to but this texture is setup weridly
probably an overlay image, just overlay it in a program like GIMP
are there any shaders with more than one outline pass?
Oh boi new avatar upload test...seems fine when moving around and when stationary- OH GOD VRCHAT WHAT THE HECK
assistance plz
It works just fine in unity
Anyone?
Oki! Well I'm using a generic avatar and thie 2 layers exist! Will be using that combo!
Uh, just giving you a warning that I've seen generic (assuming we are talking rigs) avatars break world scripting before, I really don't recommend using it, humanoid is the standard.
why do my avis not show up in avatar worlds?
You mean avatar search worlds?
yes
Spine is still twisting for some reason
Because avatar search worlds are a hack and don't know of every single public avatar, avatars have to be submitted to them or scraped, the original databases seem pretty scraped.
omg
how?
I donno, if they allow you to submit avatars then there will probably be some info about it in the world
Works fine in Unity Testing, Doesn't twist when avatar is moving around in VRC, only when its standing still
how do i find my avius?
There's no animations affecting the Humanoid bones....not that they should anyways
Have you tried gesture manager (is in VCC by default I think) in Unity, it emulates how an avatar works more directly?
yes thats what im using
I gave you the best instructions I had, check the worlds you want your avatars to appear in for instructions.
As said, avatar search worlds are a hack.
dm's ?
They have no global databse of every public avatar.
I am really not sure, not similar to any issue I've encountered.
I can only guess that it is non-standard in some way, too many bones spine bones or something.
That the animations work mean that the humanoid rig is probably correctly setup.
Can't get it to replicate the twisting issue, It works as it should In unity with it
This bone structure is pretty weird though....
Yeah, normally all the normal humanoid bones should be green and connected with each other.
The hip is missing here entirely
Is the waist bone parented to the hip bone then?
If it is then just move the bones up a step, spine2 becomes "upper chest" and etc, might work.
. . yeah, that'll require blender work.
Oh
I can't tell the shapes of the bones, but you'd probably want t
no
The children of hips should be children of waist
One sec
that won't be neccessary
its showing this
what you brought was an overlay texture
you put it over the base texture
in gimp
or photoshop
or paint even
@spark walrus
I can't help guide you through what you'd need to do in Blender, but basically start by merging waist and hips.
The lower extra leg bones shouldn't be there, but they might not be causing issues, I am not used to other kinds of rigs.
Alright
This guy is relatively simple and is of a decent size so if he does start breaking worlds, I will switch to the dummy rig
is there a way to make a parent/rotation constraint, only constraint one axis?
Merged the waist and hip bone and properly parented the bones In blender annnd its still doing it
Hmm now that I look at this more....It does look like the avatar is standing on its toes when the spine twists...like the avatar is being lifted too high for some reason
You could try unmapping the toes from the rig
is anyone using the easyquestswitch tool?
for me there is only 'convert avi for android' tool
i cant find for quest
Quest is android
O.o
so they updated it
No Quest Uses Android, It always has
how do you make the eyes through the hair more transparent with liltoon? i followed the directions in the documentation but it gives the same result as without the extra hair material.
Yeah that didnt fix it
If you use vrcfury, it has a blendshape optimizer component so itll remove those and other unused blendshapes if theyre not animated
Pretty useful
Was just an idea. No clue then
Ive had this same issue
howe do i see myh dm settings fort this sererver?
what does 'avatar validation failed ' mean?
do i have to click htis?
just only lock one axis, leave the others unlocked
i tried to do that but it still didnt work properly, the bone wouldnt go the right was
bone wouldn't what?
Anyone else having a problem with favoriting their avatars?
I've done this a few times, it seems to work fine for me
(Luna, not Hollow, sorry)
It's like I'd favorite one, and it wouldn't show up in the favorites list, and when I'd try to unfavorite one it would still be there
restart your game
wouldnt go the right way
also depending on whether you have local orientation checked or not, the axes might not be the ones you think
it's forced for Android anyway in the SDK, so yes
for accessories like cat ears, is it better to build into the model or have separate?
doesnt really matter?
are you planning on toggling it
merge it and use the same material and itll be slightly more optimized
yes
I tend to put as much I can into the model so it's fewer draw calls, fewer objects
then it should probably be fine, i only have 37k tris
then leave it seperate
ok cool 👍
unless its the same material as the hair in which case merge it and use tile discarding
gonna state your issue or?
this
this
use less material slots and meshes
fix your bounding box
use less particle systems
use only 1 animator
i would like a help: so basically what happens is that my gun when i equip it it plays all the particles at once without sound but only when i equip it when i try to press the button to shoot it doesnt shoot
does anyone know why
what does this mean>?
u mean me?
less material slots?:
how?:
Like when I enable the gun it automatically triggers the shooting animation why?
And in shooting tab seems all well connected too is there something I'm missing?
hello!
ive been working on an avatar and wanted to test constraints to prevent clipping with things such as skirts or long coats, however whenever i use constraints, the physics sort of stutter around rather than flowing smoothly as intended
is there a fix for this? im not sure if im doing something wrong or if its just physbones and constraints conflicting 😓
Do I have to create a new animation for shooting my weapon instead of using the existing ones I had on the other 2 guns?
It's still not working right
you cant exactly constrain physbones
could you elaborate?
physbones dont take constraints into account
so how are people making skirts move with constraints without issue? 😓
huh..
welp
i was using the airbee skirt tutorial as a reference so im not sure if its just the vrchat constraints being the issue or something
Hey, so sometimes I make and upload an avatar and then I take it back into blender and change/add some things but every time I do this I end up having to upload the updated thing as a new different avatar and I can't just update what I already have. Is there any way for me to not have to do this? Idk if this makes sense. But it's annoying making a new avatar and telling people okay unsave the old one save this new one instead
seems like throughout your process you're somehow removing the blueprint id from the avatar
you can get the ids on the vrchat website or from your content manager
Ah is it a component I have to move over to the new one or something?
and when you press "copy id" you can paste it into your pipeline manager
I see thank you
np :3
if youre getting the id through the vrchat website, the end of the link to your avatar has the id (for example ill use one of my avatars, itd be avtr_ad3c303d-5912-4e89-8fdb-f4f2518e998c)
compressed everything for quest but it still says it's too big no matter what i do
could i see how you compressed your textures?
im guessing the textures are the main issue here
it let for me my last project
body is at 1024 as it should be and everything else is 128
did you crunch compress the textures at all
you could always use thry's avatar performance tool to see whats taking up the most space
are there any other RED errors then the ones shown?
just those 6
then what do the 3 yellow ones say?
they are crunch compressed at 60
a possible reason it isnt counting them as compressed is you have "override for android" enabled
i remember having to do that for my avatars
if you override for android, it overrides your crunch compression
hm do you have a FX attached to the model without a Parameter/with a incorrect Parameter list?
or any animations in your layer that requires a parameter that you may have deleted?
yea but any other time ive overriden it allowed to upload
oh i figured it out, seems VRCFury was stopping for some reason
haha i was just about to ask if you use modularavatar or vrcfury for stuff
it was the 3rd error in your first screenshot i was stuck up on :P
disabled it and still wont upload
How do I reset my vrchat account
I mean like reset my favourite avatars
Because it's something wrong with the listing
where's metallic?
what quality did you set your crunch compression to?
you really just refuse to read documentation, huh.
https://www.poiyomi.com/shading/reflections-and-specular#metallic
also, having the compression level at 60 wont make the biggest difference. setting the level to 25 doesnt make much of a visual difference but cuts down the texture size significantly
this doesnt tell u where it is
sure does, that whole site is organized in order just like the shader options are
Always been on normal
i believe its under reflections & specular. i could be wrong as i dont use poiyomi regularly but i think thats where it is
to find it u have like to read the entire doc
even thought u only need 1 specific info
points at the search box?
yo, can anyone help me out with something, im tryna upload avis for the first time and im getting some errors in unity, not sure how to fix ir or what im doing too much just following a yt video, any help would be greatly appreciated
what are the errors?
eye tracking isnt working it worked fine b4 sundenly its not in vrc and it works fine in quest home and calabrated corectly
so all the errors are for eye tracking? how do i get rid of the errors?
no i was asking for help
oh my bad
how do u make metal glow?
if you using poiyomi the mat cap layer should have an emission slider
okay
i'm getting this error:
Can't generate normals for blendshape 'AA' on mesh 'body', mesh has no smoothing groups.```
how can i fix this within blender without sacrificing my normals/vectors on export?
im new to uploading in vrchat and im getting this error. Anyway to help?
thats generic stuff happening every time, clear - try to upload again - post the upmost red error(s) in the console
Does anyone know of a video tutorials that shows you how to make outfit presets without a radial puppet
why without tho, radial puppet is goated
anything with more than 3 options should be puppeted
why am I still getting shader error?
mb i got a bit distracted. it looks like gesturemanager is whats causing the error. that or its av3emulator?
I alreadyu switched to vr mobile shader
those always mean that theres materials somewhere on the body that isnt actually changed, it might be something small that you cant see/isnt turned on (just go through each meshes material dropdown and check that all your shaders are correct)
Okay but I still don’t know how to make outfit presets 🥲
I have these two
meterials in the prefab
honestly you should just make different avatars for each outfit its way better optimization wise
you'd just drag the new material into materials slots (they should show up if you open this section up)
it should also give you the option to jump to where each material is located though the one using "standard" in your picture likely is a built-in material and needs a new one added onto it
I can’t make animations?
i mean you can im just suggesting you make a new avatar for each outfit for both performance gameplay wise and for the performance ranking of the model
you really only ever need one outfit per avatar, its not like you'd be wearing all of them at the same time
well these are the upmost errors I found
True but idk is it just Copying the avatar multiple times on the heiarchy? And if it’s on diff avatars how do I make the presets for it to show on one @left gull
i fixed it
file too big
you're gonna need to do a bit of optimization (merging materials and bones, and lowering texture size)
in unity pls
i dont know of a way to do the first two things in unity but the lowering of texture size can be done like this: (credits to liindy)
kinda it'd be you taking the model back to blender and making each outfit its own .fbx then setting it up how you normally would for a model, to make it show on one you should use radial toggles as its a easier setup/cleaner imo but if you're opposed to that then you'd could do bool toggles though i dont have a video on-hand that'd walk you through that
theres quite a few out there that do basic bool setups though you could do stuff with parameter drivers where it'll turn off the other outfit when your switching to your new one
fyes that fixed it
can I always go back to the original sizeA?
Made a blendshape to hide the arms when I put a jacket on, and now the rim lighting and shading is messed up... how can I fix this? it looks like this in game too
yes it should be able to go back to its original file size w/o issue though it wont upload if its at that original size (and i really do suggest fixing the bone and material slot count as that is a unreasonable number for a android model)
before in another project i used easyquestswitch, and even thoughj I changed image size it didnt do anyhting for me
question? using vrfury i was about to make the clothes right? how do i like make sure i wont be able to toggle the clothes off? for example i have different clothing right and i can toggle to each one of them but once i toggle all of it off I'm defaulted to the normal outfit the avatar has. How do i do that?
Click "Options", and choose "This is exclusive off state"
why does it say any platform here but not on thje thumbnail?
thank you t v t
did you already have the game open when you were uploading? if you did you might need to re-start your game for it to show up
I DID A mistake
i think maybe not, dunno
something weird
i cant switch into my avi
@left gull
ity says u changed
but it didnt load anything
Am I able to find the body base name for an avatar I bought in their unity files and the creator says they don’t remember which one they used when I asked them personally 🤔
i think i got it working
Do I always have to delete the scene, if I switch to quest ?
i watcherd a tutoriakl it told me to delete scene, and make new scene for quest
yea, i got a friend that just helped me, it was av3emulator i just disabled it and im gud now, thankqqq
OKAYU
OKAY
so i can just deactivate 1 mode
and use easyswitch to convert?
and it will onyol effect the mode lthat is active?
if it uses phybones you could mess with colliders on the chest and possibly shoulders
Would it be better for full body tho
I have one in the head
I’ll probably have one on both the shoulders then and make it small but not to small
And then ill redo the render ill have to do it during the daytime tho
Any tips tho
having it on the head just stops it from clipping into the head (and maybe neck depending on how big you make it) honestly just the chest would likely be better then only shoulders i only suggest shoulders if the chest collider isnt getting all of the areas you need
I know it only does it for the head and alright ill try the chest
but if i convert to rebuild to android wont the pc version not also be effected>
?
v
I dont want it too big tho due to the back hair
anyone know the name of the hair on this manuka?
I thought shoulder colliders would be better so it doesnt touch the back hair
in what way?
you're able to change the location of the collider so you'd be able to pull the chest one forward enough that it wont mess up the hair either in the back or front while preventing the hair from clipping but you should try messing around with both options to see what works better 
ask in #1138520828556890214
ok
just duplicate it if youre worried
to where?
how do people add animal ears as a blendshape without the bones not being synced?
Blendshape should be used for only minor adjustment. If you wanted to move longer distance then you'd need to actually use bones.
ah, so i need to make an animation file for when it goes in and out of the head?
You'd need animation file for anything avatar related though.
i mean specifically for that
Of course yes.
I have a qeustion
if u make ur avi public, and someone clones u, and then u make it private again. ANd then a day later public agaiun, will he access to the avatar>?
Public means allowing anyon to access your avatar. So given they had hold onto your avatar, they should be able to use your avatar anytime it's public.
okok
Okay, so, I wanted to change the idle crouching pose for this avatar I'm tryna tweak, and I managed it, everything works great but now the expressions are messed up and I tried to back up all the way but they're STILL messed up like in the pic below, and I don't understand what broke them.
Why's it doing that 😭
Question also - I've changed up the clothes recently on my avatar, and I adjusted the primary body masses to original size 'see image 1', where everything appears to be in order and lined up with the clothing as it should be.
But for some reason, in VRC there appears to be a cut-off point where the hips are fully reduced back in so there is a cut-off 'see image 2', for no reason I can really discern.
Why does it display it functioning in Unity but not work in VRC?
Whats the rules on NSFW exactly for VRChat? Will featureless boobs be counted as nudity?
my freind told me the way he got dyanmic bones was by paying for a software/plugin is their a way to get them for free on your avatar?
two questions:
how can i test grabbing physbones in play mode? i have collision radius on.
how do i reset the pose in play mode back to the original pose from the humanoid "crouching" pose? i used gesture manager and i can't revert it with pumkin's pose reset tool.
Dynamic bones is crazy outdated and were replace by physbones which are way better performance wise and included in the SDK, so free. Theres no sane reason to be using dynamic bones
oh well it was becuase we have been following this tutorial from 2019
😭
he helped me optimize the avi in blender and the atlas messed up and turned everything on the model low res idk
How is that connected to dynamic bones whatsoever
Anyway, an atlased texture needs more space to have proper resolution
You should have a look at the texture's size
the atlas is 8192x4096
also i was just asking if their was a free solution and you answered so i asked a new question
it has nothing to do with the bones
just another issue
Fair enough. Was just a really fast jump there
nope
game window, left click
what does it mean when unity tells me "avatar validation failed"
I optimized my avatar to the very best but it still won't let me select Android as the build option in the SDK
select quest or upload as quest
see
restart unity, this is not normal
it's been doing it
Getting anything in the console?
Nope
Tried everything even took out the toggles and everything
Any updates available? SDK Base, Avatar, Hub, addons you use etc
I added like VRCFury and GoLoco
How would i make an animation to a bone that has physbones
I want to make a tail wag anination but also be physbone
do you have Android Build Support in Unity?
Just tick "is animated" in the physbone
Enable "Is Animate" on physbone.
I believe so, if not where would I find that
Ohh alright, didnt see that One, thanks guys!
Open UnityHub, click installed tab, click gear mark and Add Modules.
like this
I believe it is because my unity hub isn't updated one second!
It won't update to the newest 3.9.1
And theres no gear icon
It's 3 dots like . . .
(I say again) I think Android Build Support is not installed. I tried switch to Android but I got one error "Switching to Android:AndroidPlayer is disabled". And it is probably shown in your console. (How did I find this? The reason is that Unity errors also appear at the bottom of the window.)
what is 3.9.1? sdk latest version is 3.7.2 and unity version is 2022.3.22f1.
And theres no gear icon
Are you really opening UnityHub? it's not in VCC.
ic 3.9.1 is UnityHub version.
Yeah but it won't update thats my problem
OK so... you said "theres no gear icon". so please show me the screenshot about that.
Your projects have it on the side, mine don't
And I can't add modules
I see the issue
Had to get rid of the pop up 😭
I am so sorry for the trouble
I have a 16x16 pixel art texture that doesn't look right when compressed, yet vrchat doesn't let me upload it without compression. any way to fix that?
so.. solved for now?
trying to make animations for eye tracking, I was wanting to use bone animations for the eyes/eyelids since the default eyelook uses those and it would be by far the easiest way to handle it, but when i say, put the X rotation at -17 for looking up and hit preview animation, it sets it to 0.001 instead and the eyes don't actually rotate in the preview.
did you do this?
Yeah
so you have installed Android Build Support, right?
Yeah
sooooo... is there any errors in console? still same error?
Ok I found it, rather than trying to animate the bone I had to find the animator parameter for eye up/down and in/out!
is it still possible to put seats on avatars
yes!
how
iirc you have to have them enabled by default for 2-3 animation frames
sendf tut pls
I don't have one, sorry
Anyone know how to delete this weird physbone that wont go away? I did something and it wont go away now 😦 I deleted the VRC Phys Bone for it and tried to make a new one, but it seems that it is sticking to something and I have no idea what it is
seems like there's still a physbone component there. You'd have to find it - might be able to click on it directly, maybe have to search
Do you know the tool to directly click on that particular physbone?
So I'm doing a stand toggle and I have the normal idle and a float forward and float back animation for walking how do i implement this to work on an avatar in the stand's animation controller
other than your mouse, nope. You might try clicking a few times in that area if it selects something else first
Aw I thought there would be a way to figure it out
i used vrcfury for adding material swap toggles but when i converted the avi for quest, i toggle it and get this magenta color instead, anyone know how to help?
definitely a broken material, you'd have to look at it in the inspector
pc shader on mobile viewer
I usually just switch it to a different shader then switch it back and reload sdk
anyone know anything about these errors?
if those aren't the first 4, paste the first (top) 4 instead
this is what I got after clearing the console
idk how to fix stuff like this bc im pretty new to it
if those are the only two, it's not clear what the problem is unfortunately
theres these two, but i pretty sure it might not help
again, would you please post the very first (at the top) 3-4 messages, ideally without clipping the message so we can't see relevant details?
Bumpin this since it got buried and I've yet to figure it out.
im so lost, i exported my controllers from avatar A and put them on avatar B but on avatart B poses are broken
Hello! I am trying to add extra facial animations to my already "dynamic expressions" asset and it has a custom facial feature section but I have no clue how to add boughten blendshapes?
for some reason my view is going the opposite direction of the head when rotated but when moved it follows fine
just tested a little and it seems to be following the origin point at an offset
Is it recommended to make a new scene when uploading a variant of an avatar from the same project, or should I just detach the blueprint ID?
I usually don't if it's like a one-off, but if it's different enough, I will make a new scene
I'm swapping out a major component of the avatar for something else, but want to retain the same edits I've done for everything else
would that be considered different enough?
hmmm, gotcha
i already tried that
Question about animations with physbones:
is there a way to do an animation then get it to stay in that one spot until it’s toggled off?
disable the physbone component, then position it
Alright thank you!
(in the physbone, you might want to check "reset when disabled" - or not, depends on what you're going for)
can someone help?
pretty sure that’s normal within unity
wym?
the ball not moving with the avatar
so does that also happen ingame,,?
havent uploaded yet
so it’s not a problem
but it could be at some point, no?
report back if it’s a problem ingame
havign issues with uploading a reskin of an avatar. (for Quest) I dont know how to fix them. Ive deatched the blueprint ID thingie since the avi creator told me to, but they havnt responded so idk where else to go ;[
see how it says there are 8 errors in the console? Show those, ideally the first few.
oop didnt realized i had not all of em on my bad-
"missing script" - find what thing your avatar requires that you didn't install
ITS BEEN FIXED TYSM- it was the vrcfury gogoloco thingie which idm not having bc i can just hook up my fbt.
easy stuff 🙂
I'm trying to replace an existing body model with a newer one with additions but each time I do it looks like the mesh has been smoothed to heck, is there something I'm doing wrong?
Nevermind, fixed it. Just had to apply FBX Unit scale.
Q; how can I see where an animation clip is used?
hmmm without extra tools you could probably grep the animators for the clip's UUID, but that might be advanced
the SDK wont switch my build target to android for some reason
i press confirm then it just ... doesnt switch
any ideas why?
Is there an error in the console about android being disabled?
Install android support
thanks :3
Does anyone know why the asset is all the way up there and the move box thingy is so low
Currently trying to add it to the face but it’s super hard with the movey thing all the way down there
anyone have any idea why it says my avatar has 4 mats instead of just 2?? theres only 2 in the assets folder but ive applied a mat to the body, the arms and legs, the outline, and the crowbar object i had the character hold (which adds up to four)
is it counting each application of the materials as a seperate material???
im using vrchat toonlit shaders because i want it to be quest compatible but this bug is keepnig me from that
that's 4 material slots
think of it like this, material slots are places in a cubby where something can go, materials are what go in the cubby
the reason material slots are counted and not materials is because what impacts performance are "draw calls". This is when the GPU is called to render something. Every individual material slot or mesh creates a new draw call and reduces performance
so even if you're using the same material, it still has to do multiple draw calls
thank you for the explanation, i think i mightve figured out the problem
having different materials only degrades perf rank based on total file size, compressed and uncompressed, and texture size/texture memory size
the script itself can contribute to filesize (rarely makes a difference, doesn't really make a difference on quest) and the texture can take up significant amounts of size
checking the blender file, i realied it was using 4 different materials (2 that i forgot to delete)
idk if that's it, if it has the material slots in the blend file but nothing is assigned to it then they won't be in the FBX in unity
you told me you counted 4 separate material slots, the body, arms + legs, outline, and crowbar
the body + arms/legs are combined now
if those are on separate meshes then you'll need to join them
now its down to 3
if you're using only 2 materials then you can combine any of the meshes that are using the same mateirals
is having a toggable item impossible to make quest compatible ?
no?
hmmm, i see
you can have seperate meshes, use bones, or blendshapes
i have 2 materials on the main character (the body + the outline)
even though im using the same material on the crowbar as the body, its counting it separately because its a separate object, which makes it 3 materials
and i dont think that youre allowed to use more than 3 in a quest compatible avatar, i think
you can have as many as you want
it'll just not be a good perf rank
but i encourage you to optimize
in any case if you use the bone or blendshape scaling method then you can have your toggleable items on the same mesh as your body
i do this a ton, i'm a questie that makes avis (i have over 150 of them) so lmk if you have any other questions about quest avis
my PC is good enough for making avis, not good enough for PCVR
Bumping this 
insufficient information, the pic doesn't show how you joined these things. So how did you join things?
I have no idea what that means. I imported the asset before- had to delete it as I messed up on the whole avatar so had to restart. Reimported the asset and now it’s wonky to move
I want to add the piercings to the face but the box being so low makes it hard. It wasn’t that way before
without knowing how "the asset" is setup it's hard to offer much - does it have an armature? is it a VRC Fury prefab? Where did you put it?
It has an armature. I don’t think it’s a vrcfury prefab. I put it on the head first but had to delete the whole avatar and such/reimported everything so now it’s not attached to anything
If you are using MacOS or Linux, you need to install a module “Windows Build Support (Mono)” from UnityHub.
If you are using windows, I have no idea…
is there any way to make objects w/ colliders interact with another player's physbones?
or is it entirely limited to the colliders defined by the descriptor
only the finger and hand colliders unfortunately
Is there a way to lock a specific axis with a constraint?
I want my avatar's legs to only rotate on the X axis and have all other rotations locked
dang. any chance that'd change in the future?
no
is there any way to better aline the coliders defined by the descriptor?
or are they always 0rd in on the finger armature
(as you can see in the srnshts my finger armature isnt aligned)
not without modifying the sdk
assuming thats a no no
there are some adjusting in the avatar descriptor but its ehhh
yeah size and length essentially
the YAML configuration shows some transforms
am i allowed to mess around w/ those?
might be able to copy the transforms from the custom ones i made earlier b4 i realized the limitations
I assume it actually becomes a problem if you actually show nips/vagina/cock in public rooms?
is this how people normally make blendshapes to hide the inside of the body so it doesn't clip?
yup
sure, just click the checkbox for the axis you want to lock, leave the rest unchecked.
doesnt look like these adjust the position
Like this would be ok? The naughty bits are toggleable
stylised stuff is perfectly fine
having some animator layering confusion, trying to make 2 toggles that can change my eye material but only one seems to work at a time, if i change the layering though they seem to switch which one works
trying to make a seat on an avatar and i cant seem to toggle it off, i got some animations set up and my toggle menu seems set up correctly
@odd garnet if layers animate the same property lower one takes priority. if you need x options you use one layer with many animations.
any ideas? i got a feeling it's the fact that im animating with a copy of the model so it's toggling on the copy but not on the original
ah i see, thank you :)
@frail badger to avoid using copies use gesture manager or av3emulator, both should save you from biker pose and allow safely animate on main
*from getting stuck in one at least
if i add that in now, will all my current toggles and whatnot transfer over?
if not, duly noted for next time
nah you can add it anytime, its just playmode emulators to test toggles etc, it doesnt modify anything in avatar
oh alright
Is there anywhere I could find some sort of tutorial that covers adding material adjustments to the gesture menu?
I've done most of the steps from what I can tell, but I'm trying to configure the blend trees and kinda not sure what to do
I feel like I'm mostly there, just trying to figure out how to make the animation clip respond to the change in the animator's variables
or... is that top right thing actually doing that and I didn't get it? 
@fallen cobalt my guess its Direct blend tree optimisation, because animators are actually slow and heavy af so its a complex way to reduce the amount of layers thus making it faster. https://vrc.school/docs/Other/DBT-Combining/
so within gesturemanager, debug toggling the thing works but my toggle doesnt, and i have no idea why
You can change the size and position in the descriptor
@frail badger show animator, layers, keyframes ig
Some of them you can change rotation I believe
wait i might be him
I can see options for the size and length. how do you repos?
hmm can you change those if you put the avatar descriptor into debug mode ?
I've swapped the head from one model to the body of another. I want to use the blend shapes from the head on the new complete model, but the entire head move during the blend shape. Is there a way to remove the translation of the head, but still keep the finer detail EX: mouth open.
if that's what happens when you change the blendshape itself, not some animation, then you'd need to fix that in Blender
oh sorry i think i just misremembered
Yeah I've got it in blender.
I recently got an avatar and there is a cane that came with it. I understand how to get the cane in my hand and also how to toggle it. But for the life of me I have no idea how to get the hand closing animation to work with it.
first time im hearing ab a debug mode
oh I missed that it was already blender. I'd probably check to be sure the object's origin is set reasonably, then watch what vertices move in the shape key. You might have to redo that, or maybe select parts you don't want moving and do vertex -> blend from shape, setting them back to what 'basis' has
3 dots menu, upper right of the inspector, you can select "debug" there. It's not pretty though.
no no, upper right of the whole inspector, not just that one component
(this is a Unity thing and so it's documented here, about half-way down: https://docs.unity3d.com/2022.3/Documentation/Manual/InspectorOptions.html )
I've done some looking into what you said. My origin has stayed the same and the position is also the same between the two.
One additional piece of information is if I change 2 or more Shape Keys to 1 then it will continue moving back.
really not sure what more to say without really looking at it, but there's not really any magic here, shape keys don't really store translation information as such, just vertex positions
I'd be fine with getting you on a call and showing you my screen if that's something you are comfortable with.
not really something I do for free, sorry
Understood. Thanks for your time though.
I was able to uploud in past (which was few years back) and am a green user but some reason i can't uploud my avi's now I get this error
Ok let me rephase my original statement. Figured out how to add the toggle and the animation. But when I run it my character drops in the ground to his waist and the animation doesn't play. Also not sure how to add the cane toggle to it.
the bike pose is the default reference pose unity uses
also what do you mean when you run it
seems to be the same values i found in the YAML. they dont seem to have any effect.
going to try changing the transform object
ignore the floating piercings but i just wanted to know if there was a way to keep the fangs permanently on the avi or so I just keep the value at 1?
Run it as in testing it in VRChat. Even testing it in the animation window caused my avatar to drop into the floor. Even the test dummy avatar does it so I think the animation might be bugged.
well no the dropping into floor in the bike pose is the default state of animations in unity
hand animations are entirely handled in gesture layer
which you just use an animator tracking control component on an animation to disable hand tracking and only hand tracking
Interesting
however if you arent using index knuckles or finger tracking in some other way you can just have a transition animation for that hand specifically that uses the hand close animation or whatever you want to call it
ahh too bad, I was hoping that'd work
I am using finger tracking so I might just close my hand while using it.
Better than trying to shoehorn an animation into it. When I have more time I might mess with it.
is this a shape key you're referring to? yes - you can select the "basis" shapekey, select whatever vertices/faces/etc. you want, then in the menu, vertex -> apply from shape, and select the fangs shape key, and how much to apply it.
This will permanently make it default, so make backups, etc.
It would only be used while holding the cane so no big. And since I ahve a plague doctor mask on it wont mess with my expresions. lol
i remember a way to do it that would make it permanent instead of making it for every shape key without doing every single shape key if that makes sense. Its like default that the fangs are there if that makes sense
illl update when i try changing the transform objs
Can anyone help me u wanna learn how to upload avis to my account and I don't know how too.
that's why you apply it to Basis , all the other shapekeys are based on this one
start here: https://www.youtube.com/watch?v=bSwMz4WcajQ
i think i understand
looks like changes made in debug mode arent saved
depends on the thing, but often they are so long as you don't mess with them in normal mode
thats not shaking the screen
thats moving the model
also hes in play mode in unity
why does when i preview anything on my avatar the sleeve of my shirt does this?
ive tried all the other ones ive made in vroid too and it has this issue
Are the clothes and face the same mesh object? Probably stray vertices moving along with that blendshape.
how do i fix it?
bring it into blender and remove those vertices from the shape key
(basically reset them back to Basis)
also do you know if i put my view camera behind my hair will i see my hair?
By default everything that's a child of the Head bone is hidden from your view
ok thank you
almost certainly hair would be then
cylinders?
if you mean the gizmos that show the size, you can toggle gizmos with the upper-right icon in scene mode, but you don't get them in the game view
yep, quite possibly!
My model is stuck like this in play mode, how do I fix it?
dont have an animation controller in your animator
why does when i preview my eyes it winks?
it wasnt doing this before
I need help with MMD set up if anyone knows how please Let me know! I have all the characters needed for lipsync I belive. But I am not sure what to do other than that. I try it out and it doesn't work in game. I am confused.
Is this the proper way to set up MMD onto my avatar? If anyone knows please help I've been asking for months on different discord servers.
No. Do not add MMD blendshapes to avatar descriptor. Just make sure that your model face is named Body and have MMD compatible blendshapes usually is enough.
i cant figure out how to fix it is their like a video tutorial or something?
i cant find anything called lower leg
their is only upper what
I have changed them back to the original. And it worked for a second almost. However I tried a second time and the face no longer animated properly. Could there be something else wrong?
The model face is named body as well. The body includes the entire body of the avatar plus the face.
There is also FX layer convention where your face animation has to be at layer 1 and 2 of FX layer(start from base layer 0). And the FX controller must use Write Defaults for animation states.
This might be different for each MMD world. This one works for iyMMD.
I am testing on IyMMD
Weight determine how effective the animation in that layer should be apply. Weight 0 deactivate the layer.
ok
Is this correct? I went and checked Right Default for all of the states. If this is correct I have tested it a couple times and there has been no change.
What the Lipsync layer do?
This is what the lipsync layer has within it
Why would you need it when you're using avatar defined lipsync already?
Also there must be no MMD blendshape animation in any layer other than layer 1 and 2.
So I can't see my own particles unless I'm looking in a mirror
Basically I made a particle that shoots a lightning beam. In game, I cannot see the beam fire UNLESS I'm looking at a mirror. I can only see the beam in the mirror.
I have no idae what I'm doing wrong
Which object is the particle system attached to?
The head
The head got scaled to zero when in first person view, efffectively make particle scale to zero. So try using head chop component to make particle scale normal.
my hhandgestures arent workiing
anyone know how i can get my old seemingly unsupported avatar to work in the newest sdk? I bought it back in 2021, whenever i try to follow the instructions on how to upgrade my projects, all my shaders break. would getting 2022 versions of those shaders get it to work?
not working
Animation controlling hands must be in Gesture layer.
Your controller you shown is name FX.
yes it is
Then it isn't Gesture layer.
Do you know 5 playable layers called: Base, Additive, Gesture, Action, and FX?
I watched tutorial, he put it in FX layer
Anyone have some fixes to this error code?
Each playable layer has its own animator controller, we called those controller by the name of playable it belongs to. That mean FX layer, is a animator controller for FX playable layer, Gesture layer is animator controller for Gesture playable layer, and so on.
And the name of controller is FX which suggest that the animator you're editing for Gesture layer.
The name Hand Left/Right commonly are from when people duplicate the Gesture layer to repurpose it to be used as FX layer for face animation.
Are you watching tutorial to make facial expression?
Because hand moved by default gesture layer and you don't have customize it.
no my hands r dead
only fav e moves
face
gonna watch that hand gestures video then I come back
Also make sure that you removed all the layer mask from FX layer
Someone know what is happening? im new in this and i do all with VRCFury
I got it to work finally! Thank you for your help!
coudlnt fix the hand gestures
i set them to default vrc gestures, still not working
How is the playable layer assignment look like?
Also can you confirm that the hands are rigged and working?
That's for face expression.
ah
Face expression being control by left and and right hand.
hands should work
if set to default
vrc gestures
the error must be somewhere in his layer
I told you to remove layer mask.
true
I reupload
it works
thx
the masks were the issue
these masks say do ignore this file
i guess
like the file set in that slot
Does anyone know how to remove this from the radial menu? I'm not really looking to use this feature on my avatar. (Yes I have the Unity project for it but I can't seem to find it in the project)
there's some bits of hair that seem to be detached when i try to move the bones in pose mode.. can someone help ?
try removing it from here
double click, remove toggle
might have to remove it from here too
guys i just did the FX for my avatars gesturs but im having this weird issue where the hand i did it on cant move his hand open or do a thumbs up anymore
im so confused
Find whatever menu file that is and remove it. You can usually start from the main one in your avatar descriptor
here is the FX
basically when i try to do a thumbs up with my left hand it does the face, but it doesnt actually do the gesture and instead does this weird claw looking gesture
i have no idea how to fix it
do you not have conditions on those transitions?
what?
I...somehow deleted it by gettting rid of a toe puppet...
shrugs
you know, a condition to check when a transition between states is made
the tutorial guy never told me to
i dont think so
so from AnyState to any of those other transitions, you need to define conditions, or none of that works
usually if you're talking gestures, you'll use the GestureLeft and GestureRight variables
are you talking about this?
no, the bottom part, "list is empty"
sure
only gestures i have are on my left hand and its open hand, nuetral(idle), thumbs up
and im getting the claw
could this be the issue
i think i see the claw in the preview
yeah he never went over transitions
this is what everything equals in conditions on left hand
it goes 0-7 up to down
I usually label the states (fist, open, etc) with the numbers because otherwise I have to look them up every time
wdym states?
those blocks are animation states
1-fist and 2-open and such
ok but why do i need to label them
oh you mean how do you do it - click one, in the inspector at the top you can change the name
you don't
I do because I forget the numbers.
why will i need to remember the numbers
dunno, I find myself editing these from time to time
ok, but how do i make it so i can open my hand and thumb again without the claw happening?
I'm guessing you have some incorrect transition conditions, but that's only a guess without inspecting them all
i told you what numbers i had them equal
also what are correct transition conditions becuase i never knew these existed
the correct ones are the ones that make it work the way you want it to
so how do i fix it?
I don't know what the problem is, so I have no idea
I'd probably use gesture manager or lyuma's emulator and watch what happens in the animator while in play mode
^
yes I know you've said that but without actually looking at your project I've no way of knowing how it's setup
like the hand poses are messed up
well i have it set up exactly like this but with less animations https://www.youtube.com/watch?v=oUb6eTtBQw8&t=176s 3:24
FYI hand poses should happen in the Gesture animator, are you working there or FX?
im working in FX like the guy told me to
that's not where gestures happen
my freind said he used this guy and it worked so idk
that's where hand-gesture-caused other animations like facial expressions using blendshapes happen
hand gestures that do bone animations happen in the gesture animator
basically i added the facial expressions and it caused the claw to happen
ever sense i did what he told me to do
the facial expressions work, but the hand pose is messed up when i do the gesture to make the facial expression
You have to remove all the layer mask in FX layer.
do you know where that is?
I didn't look at the images, but that's the only reason for FX layer to cause claw hand.
Do you see the "M" in layer list?
little gear for each layer in your animator
next to that 'M', yes
so i delete this
yes
do i do it for all 3 of the layers
or just the hand i have the gestures on (thats having the issue)
unless you already know exactly why you need a mask in FX, you don't, so remove them all
ok thank you
what is ge4stureleftweight>?
It indicates how much controller grip is pressed.
oh
Although you should also do self research https://creators.vrchat.com/avatars/animator-parameters/
and read this all???
I read it all. No excuse.
i dont understand it
Keep reading until you understand. And do some experiment.
Many questions you asked were available in the document. The document hold extensive details of avatar aspect.
Because understanding fundamental concept can push you much further in your skill rather than relying on asking other people for simple questions.
i dont undrerstand this
ok i read the entire thing
enough reading for today
that was hell
.
How do I get all my blendshapes to be here?
i dont even know if i am doing this right, currently trying to copy blendshapes over into a dynamic expression animator?
You hit record and then just change blendshape values
I have a thing where I can copy and paste blendshapes but it wont let me for some reason?
How does one make a blinking animation? The viseme is already there for blinking of course but how do I make it an animation I guess? I want my avatar to idley blink
Adding "/" slash organizes the parameter name into submenu. You could also try it yourself.
ok i iknow
whats what i wanted to know
bnut would have t osee it in game
what if u dont add / ?
u only add it if toggles get too manyh i think
Renfrew can I see ur avis?
@ornate stump
As the document states it doesn't change how the parameter behave. It's only for organization.
It's GroupName/ParamName.
so im converting this avi for quest but when i check the gesture manager to test if the toggles work fine it says theres no avatar descriptor when there already is.. can someone help?
So you see parameter get put into submenu GroupName when selecting for condition.
No skin mesh menu???
ok
Because avatar root doesn't have skinned mesh.
how would i go about putting that on? is it an easy fix?
the avatar root is not supposed to have it
oh..
body/face are skinned meshes
You're misunderstanding something. There shouldn't be skinned mesh on the avatat root. You likely have to see the children object.
My pfp is one of my avatar. And also my youtube channel.
I am trying to change the blendshapes ive boughten for the avatar
those are animations
You'd have to replace those animation in FX controller.

is there a video or something for this? just to walk me through this is completely new to me
i see
😭
https://youtu.be/UU9NFJz2qls?t=83 your avatar already have FX layer for face setup in the same way, so watch and see similarity. What you need to do is replacing animation in Motion slot.
ugh thank you so much!!! 
Can I get some help with this? For some reason Sparkles doesn't do anything when I bring this into gesture manager, but SparklesConstant does just fine. I animate both of these by toggling the emission tab.
They get assets that have their own armature and therefore weights and use vrcf armature link to merge the two armatures so the clothing sticks to the base
for some reason all of my animations only rubber band the first second of the animation
ah
well ima fix this tomorrow im going to go to bed
Hey uh, how do I make a shield toggle on my avatar. I know how to add the toggle but idk what bone to stick it to
any thoughts?
Where will it be located? Take that bone
Lower arm but it doesn't move right idk
I currently have a very strange issue with my avatar and Idk if anyone will be able to help but
For some reason after my avatar is compiled/uploaded certain gestures, physbones and contacts either don't work, are missing, or don't work properly, but whenever I sit in a seat it fixes itself for some reason, till I switch avatars or change worlds
I've been trying to fix this for WEEKS and am still at zero progress
whats the best version for blender for creating stuff for vrchat
i dont think it matters
probably best to use 3.5
kk ty
ty what about plugins
How to I make a texture toggle?
i could ask the same thing brother
wdym by texture toggle? as in a material/texture swap?
how do u make animal on 4 leg walk animation for vrchat?
lots of work and rotation constraints and FinalIK
You'd need an animation made specificcally for the model. You can't use any randomly downloaded animation.
why not?
Bone names have to match. Transformation has to be correct. Exactly for the model.
u can put any animation on any animal with 4 legs
I say again: Bone names have to match. Transformation has to be correct. Exactly for the model.
this doesnt make sense
Because generic animation doesn't have standard bones so there isn't auto animation retarget.
I'd say that's false. Cat and horse animation have slightly different skeleton. So bone movements are different too.
You said that.
but u can make a horse walk like a cat if u use a cat anime
but my point is, u can download cat animation for ur cat
I didn't. I'm saying bone structure between cat and horse are different, so they can't share animation.
where do i get animal animations from?
You have to get animation that specifically made for the model.
just a cat animation
As I said before, generic rig doesn't have standard set of bone, so there is no standard animation that can be used across model, like humanoid.
most animations work for models because they're generally humanoid rigs a 4 legged model cannot be a working humanoid rig which means they cant use presetup animations
its not a matter of assigning stuff itd be needing to either remake your rig entirely for that single animation (which would be janky) or re-making the animation yourself
Bone structure, isn't real bone structure. It's bone armature for rigging which made by different artist and they might create different set of bone for animation. Therefore, animation made from different model, can't be used in other model if artist made bone differently.
Instead of keep arguing, I'd suggest you to try it yourself if you really believed it works.
So, I'm trying to upload an avatar and Its missing mono scirpts. how do I fix that?
install whatever prerequisite you missed, or delete the script components
tried making custom animations for my avatar but i got this.
for context, this is how it supposed to look like on the right
pic on the left is Unity's default animation position
how would i find the componets
sorry for the miss spelling
you'll have to search through the objects in the hierarchy
if you try really hard you probably can, best way i can think of is to download the animation as an fbx, then in blender manually edit the armature to have the correct amount of bones and correct names, then transfer the animation data from this armature to your armature, although if there are extreme differences in the positioning of the bones it'll probably look weird, so try and match the positions of things pretty well
idk it won't be perfect but that's probably the best you can get
Ive had very slow progress because the rig in unity of my avatar has this "armature" bone that just ruins the mesh. Blender wise the model looks fine. What should I do?
I was able to uploud in past (which was few years back) and am a green user but some reason i can't uploud my avi's now can somoene help
I see no error
i meant i can't uploud my avi's
Are you able to help?