#avatar-help

1 messages · Page 9 of 1

carmine flint
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:0
Alright, I'll do it again without unpacking anything this time.

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Actually, I baked the animations into the FBX in unity, would that mess with anything?

junior void
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Do they work in unity when previewing

carmine flint
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Yes

junior void
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Should be fine. Does the tail twitch at all when you use the puppet or not

carmine flint
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Not at all, it's totally unresponsive.

kind wave
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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

junior void
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Have you looked into your fx layer in play mode? Do the parameters get driven with the puppet? (Gesture manager debug menu)

carmine flint
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They do!

junior void
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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

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Just to double check the animation yk

half thorn
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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

junior void
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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)

half thorn
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I don't know how

arctic ginkgo
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are you trying to get 2D eyes or this style of eyes

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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

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it gives a similar effect to follow-me eyes in a fursuit

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also just allows for more freedom in eye shape

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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

hard turtle
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Alr ill try it

spark walrus
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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?

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This is literally the last thing I need to do before it's good to upload 😭

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Oh also the original sketchfab model was deleted which is why I'm going through this effort

tawny shell
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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

carmine flint
rough jewel
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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?

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tried reimporting, didnt work

ripe tide
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Anyone know the parameter VRChat uses for lipsyncs

rough jewel
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oh wait

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i need unity 2022, thats why...

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im a dummy

spark walrus
indigo compass
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No, shapekeys only affect the mesh.
You'll want to use an animation.

subtle sigil
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hello, in vr my avatar fingers close when i press any button

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i didn't add any animations or constraints to the fingers

clear delta
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Does every animation need its own unique animator when creating a custom animations

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Testing out a theory S to why it is playing only local and not global

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Also I do have them all saved and synced

somber meadow
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no, that would be horrible for performance to require subanimators

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everything (non transform) can be done in the single FX layer

indigo compass
clear delta
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I'll try that when I get home

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And i do have custom locomotion animations so those go in to actions then?

barren wharf
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is anyone able to help with just the eyes being blank i was able to fix the camera

clear delta
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Or combine the 2

somber sequoia
indigo compass
subtle sigil
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hello, in vr my avatar fingers close when i press any button
i didn't add any animations or constraints to the fingers

static harbor
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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

spark walrus
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hey i brougt this texture and i need help with it
(ping me )

fathom fossil
blazing echo
fathom fossil
spark walrus
blazing echo
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so do you not know how to use unity?

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like uhh adding textures in general

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or like using photoshop on the models face

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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

blazing echo
# fathom fossil

the model just isn’t rigged, doesn’t have an armature probably. was uploaded weird

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the eye sight is above where it should be

blazing echo
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what about the eye height?

fathom fossil
blazing echo
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that’s why 😓

spark walrus
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hello uh is there a possibility to copy a gun shot animation and particles and import it to another gun?

fathom fossil
blazing echo
spark walrus
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like how do i copy em

fathom fossil
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it just moves the model when i try to move the view thing

blazing echo
blazing echo
spark walrus
blazing echo
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are you moving the particles in the hierarchy or from different projects to another

spark walrus
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same one

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i wanna move the particles

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from A GUN

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to another

spark walrus
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not project

blazing echo
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you can click on the shuriken looking image if you turn gizmos on, copy and paste the particle and attach it to the gun 😓

spark walrus
blazing echo
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dude what 😓 i just gave you help.. d1 crashout in avatar help

spark walrus
fathom fossil
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ok did eye thing still in ground

lone flax
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How do I make a subfolder for my toggles on my avatar?

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(I use Vrcfury)

soft coral
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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)

spark walrus
soft coral
cinder flicker
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are there any shaders with more than one outline pass?

ripe tide
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Oh boi new avatar upload test...seems fine when moving around and when stationary- OH GOD VRCHAT WHAT THE HECK

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assistance plz

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It works just fine in unity

ripe tide
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Anyone?

clear delta
indigo compass
spark walrus
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why do my avis not show up in avatar worlds?

indigo compass
spark walrus
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yes

ripe tide
indigo compass
# spark walrus yes

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.

spark walrus
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omg

indigo compass
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I donno, if they allow you to submit avatars then there will probably be some info about it in the world

ripe tide
ripe tide
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There's no animations affecting the Humanoid bones....not that they should anyways

indigo compass
ripe tide
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yes thats what im using

spark walrus
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how to make my avis visibnle in avatar search worlds?

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i need instructions\

indigo compass
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As said, avatar search worlds are a hack.

indigo compass
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They have no global databse of every public avatar.

indigo compass
# ripe tide yes thats what im using

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.

ripe tide
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This bone structure is pretty weird though....

indigo compass
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Yeah, normally all the normal humanoid bones should be green and connected with each other.

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The hip is missing here entirely

ripe tide
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Spine1 apparently isnt a child of Hip bone

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but rather of some waist bone

indigo compass
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Is the waist bone parented to the hip bone then?

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If it is then just move the bones up a step, spine2 becomes "upper chest" and etc, might work.

ripe tide
indigo compass
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. . yeah, that'll require blender work.

ripe tide
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Oh

indigo compass
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I can't tell the shapes of the bones, but you'd probably want t

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no

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The children of hips should be children of waist

ripe tide
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One sec

soft coral
spark walrus
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its showing this

spark walrus
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it was showing this

soft coral
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what you brought was an overlay texture

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you put it over the base texture

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in gimp

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or photoshop

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or paint even

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@spark walrus

indigo compass
# ripe tide

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.

ripe tide
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Alright

clear delta
regal brook
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is there a way to make a parent/rotation constraint, only constraint one axis?

ripe tide
ripe tide
junior void
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You could try unmapping the toes from the rig

spark walrus
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is anyone using the easyquestswitch tool?

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for me there is only 'convert avi for android' tool

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i cant find for quest

ripe tide
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Quest is android

junior void
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O.o

spark walrus
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so they updated it

ripe tide
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No Quest Uses Android, It always has

spark walrus
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i get error

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oh i see

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is this a problem

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?

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i have to remove physbones?

cinder flicker
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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.

ripe tide
junior void
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If you use vrcfury, it has a blendshape optimizer component so itll remove those and other unused blendshapes if theyre not animated

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Pretty useful

junior void
coral egret
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Ive had this same issue

spark walrus
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howe do i see myh dm settings fort this sererver?

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what does 'avatar validation failed ' mean?

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do i have to click htis?

somber sequoia
regal brook
somber sequoia
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bone wouldn't what?

zenith pewter
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Anyone else having a problem with favoriting their avatars?

somber sequoia
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I've done this a few times, it seems to work fine for me

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(Luna, not Hollow, sorry)

zenith pewter
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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

night ember
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restart your game

regal brook
somber sequoia
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also depending on whether you have local orientation checked or not, the axes might not be the ones you think

spark walrus
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should I click this?

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set texture...

somber meadow
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it's forced for Android anyway in the SDK, so yes

cinder flicker
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for accessories like cat ears, is it better to build into the model or have separate?

twin raft
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doesnt really matter?

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are you planning on toggling it

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merge it and use the same material and itll be slightly more optimized

spark walrus
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how do i fix this?

cinder flicker
somber sequoia
spark walrus
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how do I size this down>?

cinder flicker
twin raft
cinder flicker
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ok cool 👍

twin raft
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unless its the same material as the hair in which case merge it and use tile discarding

spark walrus
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help

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wtih quest

night ember
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gonna state your issue or?

spark walrus
spark walrus
night ember
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use less material slots and meshes
fix your bounding box
use less particle systems
use only 1 animator

spark walrus
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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

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does anyone know why

spark walrus
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what does this mean>?

spark walrus
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less material slots?:

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how?:

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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?

cursive pawn
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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 😓

spark walrus
# spark walrus

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?

zenith pewter
night ember
cursive pawn
night ember
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physbones dont take constraints into account

cursive pawn
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so how are people making skirts move with constraints without issue? 😓

night ember
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dont use physbones ig?

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🤷‍♂️

cursive pawn
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huh..

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welp

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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

zealous sail
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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

cursive pawn
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you can get the ids on the vrchat website or from your content manager

zealous sail
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Ah is it a component I have to move over to the new one or something?

cursive pawn
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and when you press "copy id" you can paste it into your pipeline manager

zealous sail
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I see thank you

cursive pawn
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np :3

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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)

winter sun
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compressed everything for quest but it still says it's too big no matter what i do

cursive pawn
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im guessing the textures are the main issue here

winter sun
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it let for me my last project

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body is at 1024 as it should be and everything else is 128

cursive pawn
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did you crunch compress the textures at all

left gull
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you could always use thry's avatar performance tool to see whats taking up the most space

cold plinth
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nothing wrong with my performance for pc uploading but avatar failing to validate

left gull
cold plinth
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just those 6

left gull
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then what do the 3 yellow ones say?

cold plinth
winter sun
cursive pawn
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i remember having to do that for my avatars

winter sun
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ive always overridden for quest and never had any issues

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well until now

cursive pawn
left gull
# cold plinth

hm do you have a FX attached to the model without a Parameter/with a incorrect Parameter list?

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or any animations in your layer that requires a parameter that you may have deleted?

cold plinth
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no all default layers

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er rather 0 custom playable layer or expresion

winter sun
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yea but any other time ive overriden it allowed to upload

cold plinth
left gull
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haha i was just about to ask if you use modularavatar or vrcfury for stuff

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it was the 3rd error in your first screenshot i was stuck up on :P

winter sun
zenith pewter
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How do I reset my vrchat account

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I mean like reset my favourite avatars

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Because it's something wrong with the listing

spark walrus
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where's metallic?

cursive pawn
somber sequoia
cursive pawn
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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

somber sequoia
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sure does, that whole site is organized in order just like the shader options are

winter sun
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Always been on normal

cursive pawn
spark walrus
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to find it u have like to read the entire doc

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even thought u only need 1 specific info

somber sequoia
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points at the search box?

hybrid jacinth
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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

hybrid jacinth
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lemme take a ss

wintry hatch
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eye tracking isnt working it worked fine b4 sundenly its not in vrc and it works fine in quest home and calabrated corectly

hybrid jacinth
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so all the errors are for eye tracking? how do i get rid of the errors?

wintry hatch
hybrid jacinth
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oh my bad

spark walrus
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how do u make metal glow?

wintry hatch
spark walrus
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okay

cinder flicker
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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?
ionic osprey
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im new to uploading in vrchat and im getting this error. Anyway to help?

timber wharf
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thats generic stuff happening every time, clear - try to upload again - post the upmost red error(s) in the console

sweet crypt
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Does anyone know of a video tutorials that shows you how to make outfit presets without a radial puppet

timber wharf
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why without tho, radial puppet is goated

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anything with more than 3 options should be puppeted

spark walrus
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why am I still getting shader error?

cursive pawn
spark walrus
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I alreadyu switched to vr mobile shader

left gull
# spark walrus why am I still getting shader error?

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)

sweet crypt
left gull
spark walrus
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how do I find where these materials are?

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jump to their location

left gull
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you'd just drag the new material into materials slots (they should show up if you open this section up)

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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

left gull
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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

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you really only ever need one outfit per avatar, its not like you'd be wearing all of them at the same time

ionic osprey
sweet crypt
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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

left gull
# spark walrus i fixed it

you're gonna need to do a bit of optimization (merging materials and bones, and lowering texture size)

spark walrus
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in unity pls

left gull
left gull
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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

spark walrus
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can I always go back to the original sizeA?

hazy pike
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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

left gull
# spark walrus can I always go back to the original sizeA?

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)

spark walrus
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before in another project i used easyquestswitch, and even thoughj I changed image size it didnt do anyhting for me

robust vapor
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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?

broken bone
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Click "Options", and choose "This is exclusive off state"

spark walrus
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why does it say any platform here but not on thje thumbnail?

robust vapor
spark walrus
left gull
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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

spark walrus
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I DID A mistake

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i think maybe not, dunno

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something weird

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i cant switch into my avi

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@left gull

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ity says u changed

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but it didnt load anything

blissful saddle
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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 🤔

spark walrus
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i think i got it working

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Do I always have to delete the scene, if I switch to quest ?

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i watcherd a tutoriakl it told me to delete scene, and make new scene for quest

hybrid jacinth
spark walrus
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then what>?

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how to deactivate scene 1?

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using easyquestswityfch

twin raft
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why do you need to?

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scenes are just for organization

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has no impact on that

spark walrus
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OKAYU

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OKAY

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so i can just deactivate 1 mode

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and use easyswitch to convert?

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and it will onyol effect the mode lthat is active?

dark jay
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How do i prevent the front of the hair to clip into the shirt too much

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Lmk

left gull
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if it uses phybones you could mess with colliders on the chest and possibly shoulders

dark jay
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Would it be better for full body tho

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I have one in the head

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I’ll probably have one on both the shoulders then and make it small but not to small

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And then ill redo the render ill have to do it during the daytime tho

left gull
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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

dark jay
spark walrus
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?

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v

dark jay
gilded ocean
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anyone know the name of the hair on this manuka?

dark jay
spark walrus
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idk changing stuff

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is better if it only converts the quest verison

left gull
gilded ocean
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ok

twin raft
spark walrus
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to where?

cinder flicker
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how do people add animal ears as a blendshape without the bones not being synced?

ornate stump
cinder flicker
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ah, so i need to make an animation file for when it goes in and out of the head?

ornate stump
cinder flicker
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i mean specifically for that

ornate stump
spark walrus
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I have a qeustion

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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>?

ornate stump
spark walrus
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okok

proud cobalt
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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.

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Why's it doing that 😭

plucky wren
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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?

dry briar
#

Whats the rules on NSFW exactly for VRChat? Will featureless boobs be counted as nudity?

ocean vault
#

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?

cinder flicker
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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.

junior void
ocean vault
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oh well it was becuase we have been following this tutorial from 2019

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😭

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he helped me optimize the avi in blender and the atlas messed up and turned everything on the model low res idk

junior void
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How is that connected to dynamic bones whatsoever

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Anyway, an atlased texture needs more space to have proper resolution

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You should have a look at the texture's size

ocean vault
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the atlas is 8192x4096

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also i was just asking if their was a free solution and you answered so i asked a new question

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it has nothing to do with the bones

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just another issue

junior void
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Fair enough. Was just a really fast jump there

fleet cloak
#

what does it mean when unity tells me "avatar validation failed"

spark walrus
#

😭

compact pelican
#

I optimized my avatar to the very best but it still won't let me select Android as the build option in the SDK

junior void
#

select quest or upload as quest

compact pelican
compact pelican
junior void
#

restart unity, this is not normal

compact pelican
#

it's been doing it

junior void
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Getting anything in the console?

compact pelican
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Nope

subtle hearth
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Tried everything even took out the toggles and everything

junior void
compact pelican
#

I added like VRCFury and GoLoco

subtle sigil
#

How would i make an animation to a bone that has physbones

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I want to make a tail wag anination but also be physbone

left wharf
junior void
#

Just tick "is animated" in the physbone

ornate stump
compact pelican
subtle sigil
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Ohh alright, didnt see that One, thanks guys!

left wharf
compact pelican
#

I believe it is because my unity hub isn't updated one second!

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It won't update to the newest 3.9.1

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And theres no gear icon

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It's 3 dots like . . .

left wharf
# compact pelican

(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.)

left wharf
#

And theres no gear icon
Are you really opening UnityHub? it's not in VCC.

compact pelican
left wharf
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ic 3.9.1 is UnityHub version.

compact pelican
#

Yeah but it won't update thats my problem

left wharf
#

OK so... you said "theres no gear icon". so please show me the screenshot about that.

compact pelican
#

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

drifting temple
#

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?

left wharf
unique cloud
#

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.

compact pelican
#

Can't switch it

compact pelican
#

Yeah

left wharf
#

so you have installed Android Build Support, right?

compact pelican
#

Yeah

left wharf
#

sooooo... is there any errors in console? still same error?

unique cloud
unreal pasture
#

is it still possible to put seats on avatars

somber sequoia
unreal pasture
somber sequoia
#

iirc you have to have them enabled by default for 2-3 animation frames

somber sequoia
#

I don't have one, sorry

finite river
#

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

somber sequoia
finite river
shrewd stirrup
#

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

somber sequoia
finite river
fallow fiber
#

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?

somber sequoia
#

definitely a broken material, you'd have to look at it in the inspector

junior void
#

pc shader on mobile viewer

wispy spear
ionic osprey
#

anyone know anything about these errors?

somber sequoia
ionic osprey
#

idk how to fix stuff like this bc im pretty new to it

somber sequoia
ionic osprey
somber sequoia
#

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?

proud cobalt
hasty grail
#

im so lost, i exported my controllers from avatar A and put them on avatar B but on avatart B poses are broken

neat elk
#

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?

copper carbon
#

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

rancid patrol
#

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?

somber sequoia
#

I usually don't if it's like a one-off, but if it's different enough, I will make a new scene

rancid patrol
#

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?

somber sequoia
#

probably?

#

amusingly I have two in the same scene I'm working on right now

rancid patrol
#

hmmm, gotcha

cinder flicker
green mason
#

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?

somber sequoia
#

disable the physbone component, then position it

green mason
#

Alright thank you!

somber sequoia
#

(in the physbone, you might want to check "reset when disabled" - or not, depends on what you're going for)

twin raft
copper carbon
#

wym?

twin raft
#

the ball not moving with the avatar

copper carbon
#

its moving with the avatar

#

rotation is weird

twin raft
#

so does that also happen ingame,,?

copper carbon
#

havent uploaded yet

twin raft
#

so it’s not a problem

copper carbon
#

but it could be at some point, no?

twin raft
#

report back if it’s a problem ingame

gritty geyser
#

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 ;[

somber sequoia
gritty geyser
somber sequoia
#

"missing script" - find what thing your avatar requires that you didn't install

gritty geyser
#

ITS BEEN FIXED TYSM- it was the vrcfury gogoloco thingie which idm not having bc i can just hook up my fbt.

somber sequoia
#

easy stuff 🙂

obtuse vapor
#

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.

hasty grail
#

Q; how can I see where an animation clip is used?

somber sequoia
#

hmmm without extra tools you could probably grep the animators for the clip's UUID, but that might be advanced

copper carbon
#

the SDK wont switch my build target to android for some reason
i press confirm then it just ... doesnt switch

#

any ideas why?

prisma sedge
copper carbon
#

"Switching to Android:AndroidPlayer is disabled"

#

what do i do???

junior void
#

Install android support

copper carbon
#

thanks :3

supple needle
#

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

heavy mortar
#

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

arctic ginkgo
#

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

heavy mortar
#

thank you for the explanation, i think i mightve figured out the problem

arctic ginkgo
#

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

heavy mortar
#

checking the blender file, i realied it was using 4 different materials (2 that i forgot to delete)

arctic ginkgo
#

you told me you counted 4 separate material slots, the body, arms + legs, outline, and crowbar

heavy mortar
#

the body + arms/legs are combined now

arctic ginkgo
#

if those are on separate meshes then you'll need to join them

heavy mortar
#

now its down to 3

arctic ginkgo
#

if you're using only 2 materials then you can combine any of the meshes that are using the same mateirals

heavy mortar
#

is having a toggable item impossible to make quest compatible ?

arctic ginkgo
#

no?

heavy mortar
#

hmmm, i see

arctic ginkgo
#

you can have seperate meshes, use bones, or blendshapes

heavy mortar
#

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

arctic ginkgo
#

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

heavy mortar
#

you might be right there

#

let me look into that

#

thank you

arctic ginkgo
#

my PC is good enough for making avis, not good enough for PCVR

somber sequoia
supple needle
#

I want to add the piercings to the face but the box being so low makes it hard. It wasn’t that way before

somber sequoia
#

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?

supple needle
#

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

left wharf
vale basalt
#

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

arctic ginkgo
cinder frost
#

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

vale basalt
night ember
#

no

vale basalt
#

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)

night ember
#

not without modifying the sdk

vale basalt
#

assuming thats a no no

night ember
#

there are some adjusting in the avatar descriptor but its ehhh

vale basalt
#

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

dry briar
# twin raft nope

I assume it actually becomes a problem if you actually show nips/vagina/cock in public rooms?

cinder flicker
#

is this how people normally make blendshapes to hide the inside of the body so it doesn't clip?

somber sequoia
spark walrus
#

can i put in other useful packages here:?

vale basalt
dry briar
#

Like this would be ok? The naughty bits are toggleable

timber wharf
#

stylised stuff is perfectly fine

odd garnet
#

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

frail badger
#

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

timber wharf
#

@odd garnet if layers animate the same property lower one takes priority. if you need x options you use one layer with many animations.

frail badger
#

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

timber wharf
#

@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

frail badger
#

if i add that in now, will all my current toggles and whatnot transfer over?

#

if not, duly noted for next time

timber wharf
#

nah you can add it anytime, its just playmode emulators to test toggles etc, it doesnt modify anything in avatar

frail badger
#

oh alright

fallen cobalt
#

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? ZeriSweat

timber wharf
#

@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/

frail badger
#

so within gesturemanager, debug toggling the thing works but my toggle doesnt, and i have no idea why

arctic ginkgo
timber wharf
#

@frail badger show animator, layers, keyframes ig

arctic ginkgo
#

Some of them you can change rotation I believe

frail badger
#

wait i might be him

vale basalt
vale basalt
#

fingers only have radius and hight (length)

somber sequoia
#

hmm can you change those if you put the avatar descriptor into debug mode ?

pallid mauve
#

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.

somber sequoia
#

if that's what happens when you change the blendshape itself, not some animation, then you'd need to fix that in Blender

arctic ginkgo
bitter furnace
#

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.

vale basalt
somber sequoia
# pallid mauve Yeah I've got it in blender.

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

somber sequoia
vale basalt
somber sequoia
# vale basalt

no no, upper right of the whole inspector, not just that one component

pallid mauve
somber sequoia
#

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

pallid mauve
#

I'd be fine with getting you on a call and showing you my screen if that's something you are comfortable with.

somber sequoia
#

not really something I do for free, sorry

pallid mauve
#

Understood. Thanks for your time though.

green prawn
#

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

bitter furnace
#

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.

night ember
#

the bike pose is the default reference pose unity uses

#

also what do you mean when you run it

vale basalt
#

going to try changing the transform object

oblique fable
#

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?

bitter furnace
night ember
#

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

bitter furnace
#

Interesting

night ember
#

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

somber sequoia
bitter furnace
#

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.

somber sequoia
bitter furnace
#

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

oblique fable
vale basalt
rocky pollen
#

Can anyone help me u wanna learn how to upload avis to my account and I don't know how too.

somber sequoia
vale basalt
somber sequoia
#

depends on the thing, but often they are so long as you don't mess with them in normal mode

night ember
#

thats not shaking the screen

#

thats moving the model

#

also hes in play mode in unity

ocean vault
#

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

somber sequoia
#

Are the clothes and face the same mesh object? Probably stray vertices moving along with that blendshape.

ocean vault
#

how do i fix it?

somber sequoia
#

bring it into blender and remove those vertices from the shape key

#

(basically reset them back to Basis)

ocean vault
#

also do you know if i put my view camera behind my hair will i see my hair?

somber sequoia
#

By default everything that's a child of the Head bone is hidden from your view

ocean vault
#

ok thank you

somber sequoia
#

almost certainly hair would be then

night ember
#

cylinders?

somber sequoia
#

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!

stable igloo
#

My model is stuck like this in play mode, how do I fix it?

night ember
#

dont have an animation controller in your animator

ocean vault
#

it wasnt doing this before

modest oxide
#

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.

ocean vault
#

wait..

#

bruh lmao

#

should i ingore this or how do i fix this?

modest oxide
#

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.

ornate stump
ocean vault
#

i cant find anything called lower leg

#

their is only upper what

modest oxide
modest oxide
ornate stump
#

This might be different for each MMD world. This one works for iyMMD.

spark walrus
#

qwhat is this?

#

weight 1?

modest oxide
spark walrus
#

what ios weight?

#

how Do I deactivate Layers?

#

in fx files

ornate stump
spark walrus
#

ok

modest oxide
modest oxide
ornate stump
#

Also there must be no MMD blendshape animation in any layer other than layer 1 and 2.

restive bronze
#

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

ornate stump
restive bronze
#

The head

ornate stump
# restive bronze 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.

spark walrus
#

my hhandgestures arent workiing

gilded perch
#

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?

spark walrus
#

not working

ornate stump
spark walrus
#

they are

#

it says hand left

ornate stump
spark walrus
#

yes it is

ornate stump
spark walrus
#

what do u mean with Gesture layer?

#

by

ornate stump
spark walrus
#

I watched tutorial, he put it in FX layer

wintry summit
#

Anyone have some fixes to this error code?

ornate stump
# spark walrus I watched tutorial, he put it in FX layer

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.

spark walrus
#

so it is for face only?

#

but his file is also called fx

#

same as in tutorial

ornate stump
spark walrus
#

yes but, his hand moved

#

so i was animiating face not hands

#

?

ornate stump
spark walrus
#

no my hands r dead

#

only fav e moves

#

face

#

gonna watch that hand gestures video then I come back

ornate stump
spark walrus
#

yes

#

w hat r the maskls for?

#

i inserted it and it's still not working

latent fossil
modest oxide
spark walrus
#

coudlnt fix the hand gestures

#

i set them to default vrc gestures, still not working

ornate stump
spark walrus
ornate stump
# spark walrus

Also can you confirm that the hands are rigged and working?

spark walrus
#

they are

#

but

#

this guy has left hadn right hand in his FX

ornate stump
spark walrus
#

ah

ornate stump
#

Face expression being control by left and and right hand.

spark walrus
#

hands should work

#

if set to default

#

vrc gestures

#

the error must be somewhere in his layer

ornate stump
spark walrus
#

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

dry briar
#

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)

fallow fiber
#

there's some bits of hair that seem to be detached when i try to move the bones in pose mode.. can someone help ?

spark walrus
#

double click, remove toggle

#

might have to remove it from here too

ocean vault
#

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

somber sequoia
ocean vault
#

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

somber sequoia
dry briar
#

shrugs

somber sequoia
ocean vault
#

i dont think so

somber sequoia
#

usually if you're talking gestures, you'll use the GestureLeft and GestureRight variables

ocean vault
#

are you talking about this?

somber sequoia
#

no, the bottom part, "list is empty"

ocean vault
#

oh ok

#

well how do i fix that

somber sequoia
#

put in appropriate conditions

#

such as GestureLeft = 1 for left fist

ocean vault
#

is it this

somber sequoia
#

sure

ocean vault
#

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

somber sequoia
#

I usually label the states (fist, open, etc) with the numbers because otherwise I have to look them up every time

ocean vault
#

wdym states?

somber sequoia
#

those blocks are animation states

ocean vault
#

ok

#

how do you label them?

somber sequoia
#

1-fist and 2-open and such

ocean vault
#

ok but why do i need to label them

somber sequoia
#

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.

ocean vault
#

why will i need to remember the numbers

somber sequoia
#

dunno, I find myself editing these from time to time

ocean vault
#

ok, but how do i make it so i can open my hand and thumb again without the claw happening?

somber sequoia
#

I'm guessing you have some incorrect transition conditions, but that's only a guess without inspecting them all

ocean vault
#

i told you what numbers i had them equal

#

also what are correct transition conditions becuase i never knew these existed

somber sequoia
#

the correct ones are the ones that make it work the way you want it to

ocean vault
#

so how do i fix it?

somber sequoia
#

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

somber sequoia
#

yes I know you've said that but without actually looking at your project I've no way of knowing how it's setup

ocean vault
#

like the hand poses are messed up

somber sequoia
#

FYI hand poses should happen in the Gesture animator, are you working there or FX?

ocean vault
#

im working in FX like the guy told me to

somber sequoia
#

that's not where gestures happen

ocean vault
#

my freind said he used this guy and it worked so idk

somber sequoia
#

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

ocean vault
#

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

ornate stump
somber sequoia
#

ugh, did I miss that?

#

ah I did, I didn't click the images larger

ocean vault
ornate stump
#

I didn't look at the images, but that's the only reason for FX layer to cause claw hand.

ornate stump
somber sequoia
#

next to that 'M', yes

ocean vault
#

so i delete this

somber sequoia
#

yes

ocean vault
#

do i do it for all 3 of the layers

#

or just the hand i have the gestures on (thats having the issue)

somber sequoia
#

unless you already know exactly why you need a mask in FX, you don't, so remove them all

ocean vault
#

ok thank you

spark walrus
ornate stump
spark walrus
#

oh

ornate stump
spark walrus
#

and read this all???

ornate stump
spark walrus
#

i dont understand it

ornate stump
#

Keep reading until you understand. And do some experiment.

spark walrus
#

no fun learning like that

#

then i quit for sure

ornate stump
#

Many questions you asked were available in the document. The document hold extensive details of avatar aspect.

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Because understanding fundamental concept can push you much further in your skill rather than relying on asking other people for simple questions.

spark walrus
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i dont undrerstand this

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ok i read the entire thing

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enough reading for today

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that was hell

neat elk
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How do I get all my blendshapes to be here?

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i dont even know if i am doing this right, currently trying to copy blendshapes over into a dynamic expression animator?

junior void
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You hit record and then just change blendshape values

neat elk
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I have a thing where I can copy and paste blendshapes but it wont let me for some reason?

oblique fable
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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

ornate stump
spark walrus
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ok i iknow

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whats what i wanted to know

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bnut would have t osee it in game

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what if u dont add / ?

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u only add it if toggles get too manyh i think

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Renfrew can I see ur avis?

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@ornate stump

ornate stump
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It's GroupName/ParamName.

fallow fiber
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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?

ornate stump
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So you see parameter get put into submenu GroupName when selecting for condition.

neat elk
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No skin mesh menu???

ornate stump
neat elk
junior void
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the avatar root is not supposed to have it

neat elk
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oh..

junior void
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body/face are skinned meshes

ornate stump
ornate stump
neat elk
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I am trying to change the blendshapes ive boughten for the avatar

junior void
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those are animations

neat elk
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ohhh

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i see...

ornate stump
neat elk
neat elk
ornate stump
neat elk
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ugh thank you so much!!! vrcLove

warped scroll
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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.

spark walrus
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how do people put clothing on in unity:"?

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dotn they need to add weighting:?

junior void
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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

ocean vault
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for some reason all of my animations only rubber band the first second of the animation

ocean vault
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well ima fix this tomorrow im going to go to bed

lone flax
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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

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any thoughts?

junior void
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Where will it be located? Take that bone

lone flax
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Lower arm but it doesn't move right idk

summer root
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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

cursive elbow
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whats the best version for blender for creating stuff for vrchat

summer root
cursive elbow
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theres plugins

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and plugins sometimes needs a specific version

summer root
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probably best to use 3.5

cursive elbow
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kk ty

cursive elbow
summer root
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no clue, i dont use blender

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best to read the descriptions

lone flax
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How to I make a texture toggle?

summer root
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i could ask the same thing brother

left gull
spark walrus
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how do u make animal on 4 leg walk animation for vrchat?

somber sequoia
spark walrus
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mmmm

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😦 work

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can u not simply download a walk animation and add it?

ornate stump
# spark walrus 😦 work

You'd need an animation made specificcally for the model. You can't use any randomly downloaded animation.

spark walrus
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why not?

ornate stump
spark walrus
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u can put any animation on any animal with 4 legs

ornate stump
spark walrus
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this doesnt make sense

ornate stump
spark walrus
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4 walking animals all have same bones

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should be no different

ornate stump
spark walrus
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these are different animals

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different way of walking

ornate stump
spark walrus
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but u can make a horse walk like a cat if u use a cat anime

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but my point is, u can download cat animation for ur cat

ornate stump
spark walrus
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where do i get animal animations from?

ornate stump
spark walrus
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just a cat animation

ornate stump
# spark walrus 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.

spark walrus
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u have to assign I guess?

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but any animation works

left gull
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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

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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

ornate stump
# spark walrus but any animation works

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.

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Instead of keep arguing, I'd suggest you to try it yourself if you really believed it works.

proper bone
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So, I'm trying to upload an avatar and Its missing mono scirpts. how do I fix that?

spark walrus
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why is there no tutorial oin tihis??

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I want 4 leg animal to walk like animal

somber sequoia
sturdy comet
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tried making custom animations for my avatar but i got this.

for context, this is how it supposed to look like on the right

somber sequoia
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pic on the left is Unity's default animation position

spark walrus
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how do i extract thgese things?

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it wont let me extract

proper bone
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sorry for the miss spelling

somber sequoia
arctic ginkgo
# spark walrus u can put any animation on any animal with 4 legs

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

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idk it won't be perfect but that's probably the best you can get

livid rapids
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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?

green prawn
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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

somber sequoia
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I see no error

green prawn
lone flax