#avatar-help
1 messages · Page 10 of 1
I know am confused and it confused my friends and I don't see any error messages
I try few things like reinstalled, turn on and off, I try window and android, updated, and relouded etc
So I made an Avatar
And it says it uploads to quests
But when I get on it’s PC only
Anyone have the same issue or a Fix?
It is a bit unclear, but did you upload it for Quest?
PC and Quest versions need to be uploaded individually (with the same blueprint ID, so VRChat knows it is the same avatar).
Yes I uploaded it to PC and Quest
I have a problem with the avatar I'm trying to build and test. After I set up the avatar I was trying to build, I pressed build and test and it said it was building the avatar, and so I waited for some time but it still said "building avatar" and so I kept it building trough the night, hoping to see it done when I woke up, and when I woke up, it still said building avatar.
Never heard of it failing to upload a version, it should have given you an error when you tried.
Is your SDK up to date and did you upload the version while you were already on VRChat?
No everything said it was uploaded before I got on
One of my buddies has the same problem as me
And it never gave me an error or anything
And you are on the latest SDK?
Nothing should have broken SDK wise, but they did introduce security stuff a bit ago that I think required using a newer SDK.
Another thing they introduced was server-side checking of avatars which I know for a bit meant avatars were slow to update, not noticed any slowness recently though.
hello I need your help I am bad at blender but I really want to put one outfit to a avatar if you can help me please DM me
You could use vrcfury. Its free to download and very easy! There's also plenty of tutorials for it as well.
its mostly an armature link, so its quite easy even for a newbie like me.
he don't get it the body for the avatar is pretty big you know what I mean
Is the clothing made for your base? If not it's not going to work out as expected.
of course it won't work because this Avatar is from @keen dock and the bodies from the avatars are big like big 🍑 and big 🍒
I'm pretty sure if you look at the model itself, it might have some blend shape/adjustment to change the size of those body parts. I can't really help you much since I don't even have an image of your situation.
It might be that
Anyone know how to fix this? Literally been struggling and i haven't found any fix to it🙏
like i swear i fixed it myself and then i messed up AGAIN
can't really tell which bone you're referring to or why that would happen
Trying some shapekey stuff. Is there any way to additively override a shapekey? Basically so that a shapekey is at /minimum/ what an animation dictates, but can be overridden to be 100 by another animation?
bro did not tell you I am bad at blender
I tried an additive layer, but that doesn't do anything, and leaving the layer on replace mode just hard overrides the shapekey value
the blue one that i selected is the bone im reffering to.
looks like a root bone I guess?
Weird, I've started my rig with the hips bone, which that should be the root bone
Can you show the bone hierarchy from the root down to say, upper leg and shoulder, in Blender?
Blender wise the rig looks fine as well? So its really confusing for me as well.
yeah sure hold on
Actually this screenshot is it.
Yeah its the bone hierarchy itself
no I meant in the hierarchy tree on the right in Blender
Oh i get it hold on
oh no, did you figure it out?
No i meant on what "hierarchy tree" you meant
i suppose its this? i never heard the term before so
yeah in there, open the "Armature" one up and get enough open so we can see the hierarchy of bones
just down to upper leg/arm is probably fine to start
We're looking at bone parenting
Alright. From what I see the hips are the root but also the hair root is its own thing? Maybe I should change that
Yeah I'd make the parent of Hair_Root be Head
excellent!
Jesus the times i struggled hours on something just for an easy fix to be found after that struggle 😭
Thanks a lot!
haha yeah I'm working on such a thing right now myself, so I totally get that
found a solution, I took the shapekey's keyframes and put them into a blendtreet, then used a float to blend between the shapekeys and an absolute value, works like a charm now!
Please help, idk how to make like folders for my toggles on my avatar so it's very messy
Hi there! I'm very new to texturing and uploading my own avatars, is substance painter the only program you can use to apply prepaid textures? I can't seem to figure out how to get any of my prepaid textures on any of my models
probably it depends on what kind of files you got
usually textures come in just plain image files, you wouldn't need Substance for that
It would only delay it by a few minutes.
does anyone know how to fix this? so I'm able to pop up unity but I can not open the unity project
Anyone know what dose this mean
hey im making a flamethrower avatar and i rigged and weight painted the flame thrower it self onto a tank on the back and i want to animate it going to the hand bone and the off animation being back to where it was its just i cant get it to work, its weird and i dont understand how to explain it, if someone can hop on a call and try and help that would be fine
Never seen before, guessing custom error from something you imported talking about parameter bits.
Assuming that is correct then remove enough things from the parameter list to free up 27 bits.
Each bool is 1 bit, floats and ints I think were both 8.
so like what i need to dealet some things
i fixed it nvm
If you have vrcfury or modular avatar prefabs then remove one or a few of those first.
Removing things from the parameter list is only something you should do if you know what you are doing.
Because it is annoyingly slow to fix
ok will try
The SDK is annoyed if you remove parameters used in the menu.
But if you know things in your radial menu that you don't want then you could remove it from the menu and then the parameter list.
Best case there might be unused parameters in the parameter list.
anyone know how to prevent this? she is in the right position in unity and blender but sinks down in game
Please help, idk how to make Submenus for my toggles on my avatar so it's very messy I use vrcfury btw
Define the menu path like pc folder paths, names separated by a /
How is that not clear
In your menu path of the VRCFury toggle component, use slashes like a folder path for example what is originally Shirt would be Clothes/Shirt
yep
Omg thank you so much you're a life saver
it'll make a submenu called Devices, then have the toggle in there called laptop
Tysm
hey uh guys is it necessary to use the "vrc spatial audio" script on audio sources? (i'm using unity 2019 btw)
yes or your audio source's spatial settings won't work and be applied for you on a default value, doesn't matter which Unity you use but I'd recommend updating always to the latest version recommended by VRChat
are you sure? that script has been causing "stuttering" problems with my audio
what settings did you apply to the vrc spatial audio source component
the default
I'd recommend enabling Use AudioSource Volume Curve, this'll stop it from using VRChat's own audio falloff implementation and you can properly test audio sources within Unity
ohhh okay
thanks!
i'll try that
for some reason this animation is not working properly, i have it so it will loop but it only loops the first second of the animation? is their something im missing
all of my added animations do this
all of the animations are looped and i have it set to toggle so i dont understand the issue
the default animations work and dont loop the first second of the dance
oh do i need this on?
my avi has like 2m mesh particle triangles. how do I reduce and what are they?
You change the collider setting in the physbone component, hard to tell if it is here, but they can also be shaped based on a graph, so the ends could be thinner or something.
The collider doesn't change how much they move, that is based on the other parameters (don't ask me which one, physbone parameters make little sense to me).
Somewhere on your avatar, be it prefab or not, you have a particle system that is spawning either a ton of mesh particles or really detailed mesh particles.
is this to old to use on my avatar? i want to use it but the thing is 5 years old and the youtube vid explaining how is like 6 years ago
everything looks different
I need help i wanna edit Kyle eyes but when i go to texture and i edit to have Green eyes It dosent show... Is in diferent fólder or...
Like is pitch black always
pretty sure thats a stolen version of it
oh ok well i think im just goign to pick up a model from sketchfab instead or something
or booth idk
how do i add back the default emotes? [the emotes thing here is empty]
when i added the other toggles it removed the emotes
you need to make the submenu and then have an action menu with the emotes
do i gotta remake the emote toggles? or is there a way to just bring them back
just make a submenu
this is what happens when i do that
well did you actually add toggles
what is the maximum size of a avatar on quest
10
damn
or if you mean uncompressed 40
thats excessive even for pc
i figured it out but i had to re add them
also wdym compressed
theres 2 size limits
like all i added was my model 30 dances and a toggle
uncompressed and file size
is their a way to check in unity
not really since size is calculated on build
oh well i guess il see the next time i build and test it
im not sure how big it is but im about to add some new toggles witch are around 70mb total
nvm like 40
Would really appreciate if someone could help me figure out what all the "Demo", "EW", "N" tags on this model mean. https://booth.pm/en/items/5725322
There are different prefabs with a different prefix, they all seem to be ready to use right away, but I would like to know what their difference between each other is.
im afraid that if i use the 15-30mb models i found on sketchfab my avatar will be to big or unoptmized idk
Is there a way to lock the hands in these spots so it looks like he's playing the guitar, but still maintain IK for the rest of the body?
i.e. his hands are holding the guitar, but full body tracking for his hips and legs still works
I'm thinking making the arms have 0 weights and posing them to hold in blender, but if there's something more elegant I'm all ears!
does anyone have a solution?
why would u want to lock them?
if u have vr u can move them there
I'd want to have some magnet mechanism where when I move my hands close to the guitar they snap to it
the theory here is so I can play the guitar IRL and not have it show the way my controllers are off on the table or something lol
ah
that wont work
why not make an animation?:
it's not synced but people wont care
would an animation not make IK not work? idk
yeah im trying to be As Immersive As Possible with these lol
but if ur hands are totally off position wise, how's this gonna work?
ok how do i fix these
hands on the guitar, it's fine if they're not tracked with my real hands. but i'd still like to be able to walk around and stuff with my full body tracking
when I play animations I can still walk
lik dance animations
I'd animate the arms and hands in unity, and alllow the rest of the body to still move
well just run an animation with hands tracking off, using animator states
the errors are meaning "you can not show in quest by default because your avatar is very poor. and all physbone are disabled because its count is over limitation for quest, and idk which should i remove."
I'm unable to extract from prefab, why is that"?
k, so either i make it pc only or i fix these manually
i'd rather fix them manually
the avatar is going to be very poor anyways bc it has 40000 polygons anyways
i should mention im new to unity and avatar creation, this is my first one i made using vroid studio
if you need help about optimization, you can ask in #avatar-optimization. good luck!
ok thanks
might be literally what i need thanks!
nvm i just made it pc only, optimization channel is dead lmao
gona look intot his
how do i test my avatar, or do i need to upload it then test it in vrchat?
you can use av3 manager to test toggles and network syncing but actually testing you either just upload it outright and everyone can see the avatar if you switch to it or do a local test upload but you still need to open the game
Ive been messing around in blender for a while and ended up having an issue where when i merged another mesh onto my avatars mesh it would disappear, if its separate though it wont though, im not sure whats causing it. I havent really done much in blender so im not sure what could be bugging the mesh
this might not be a good solution but maybe make 2 seperate models, one with arms and one with arms locked to the guitar, then just rig the second arm type to the chest
and then just swap them out in unity
this
i think it's not prefab. it's just fbx.
@left wharf you know how to fix this?
maybe you need to go blender. it's probably bone rotation issue.
can blender open .vrm files?
if i can i'd rather fix this in unity
you can't really edit bones in unity
😭
Is there a way to have an object constantly face a specific direction?
Like a compass?
is the problem about the heels?
Them sinking in game yeah
iirc it bases off where the actual foot bone is located so quickest solution to avoid sinking you'd need to lower the bone closer to the origin point (try lowering it to one of these two points listed with blue)
Think I could do that in unity
might be an upside-down spine bone? hard to tell without seeing it
drop an object in the world as the "north star", use a rotation constraint or look-at constraint to keep your object pointed at that
right but what if the avatar moves?
if you drop a world-anchored object, it won't move, the VRC Constraints can do this
how do i get the face expressions to override gestures so they arent combined when an animation plays on contact (booping)
i get a lot of issues where the eyes clip through themselves when activated
might be an easy solution but idk how
hows this?
so i asked my friend on pcvr to grab the hair and stretch it on my avatar and it's visible for people on pc. but when i asked my friend on quest to do it only people on quest can see it. also i noticed that them just moving their hand through it is visible on both platforms just the grabbing and posing arent. anyone know how to help?
if u have 2 folders of materials 1 for pc 1 for quest is there an easy way to switch materials?
I'm unable to install easyquestswitch
Oki a friend of mines can't see a specific avatar. We tried everything and see if it was blocked. He told me that it was the robot default avatar but as a black robot. We don't know how to fix it and he is on Quest.
try reinstall EasyQuestSwitch.
bump 5, here's a strange thing to add onto it
error is here somewhere
what version of your VRCQuestTools?
2.5.4
hmm it's latest...
actually i tried to install both of VQT & EasyQuestSwitch now, but it just worked...
omg ok soooo
try remove Library folder. i wish you know where Library folder is.
oo wait, before remove Library folder, you need to close Unity editor
I clicked reimport all
would this mess up with how the feet are currently positioned?
not reimport all. "remove Library folder" after close the Unity Editor
sorry for the ping like this right?
mighty be dumb qeustion but anyone know how to fix this
fixed
what do i need to make 4 leg animal walk>?
you can auto fix it.
It's not giving me that option for some reason
I reopened the scene and it was fixed idk lol but thank you for the help 🙂
it shouldnt though you'll likely need to adjust your weightpainting a bit if you plan on using it in FBT
why's this happening?
so i asked my friend on pcvr to grab the hair and stretch it on my avatar and it's visible for people on pc. but when i asked my friend on quest to do it only people on quest can see it. also i noticed that them just moving their hand through it is visible on both platforms just the grabbing and posing arent. anyone know how to help?
i do though im not well versed in fixing weight issues just yet
its not that difficult/confusing once you figure out what each button/tool does, it just gets a little time consuming (if you're struggling with figuring it out try searching blender weightpainting rather then vrchat also this video is personally what i used when learning https://www.youtube.com/watch?v=4fICQmBEt4Y though its not super in-depth )
did you make sure to remove the avatar ID in the pipeline manager?
do you know where the avatar descriptor is? it'd be either above or under it in the inspector tab
i need help regarding chairs on avatars
adding the chair was done easily but it's the fact that the person sitting is seemingly offset for whoever has the chair?
for example,
this is what the sitter + everyone else sees when the chair is being used
and this is what it looks like to the person who has the chair
- the chair's proper position is seen when the sitter leaves the chair for a split second? so it's not like they're differently placed
that is an issue with a lack network IDs on your physbones. what you need to do is go to your top menu and go to the vrchat sdk panel (not the sdk pop-out window) and enter the network ID utility. You then want to regenerate your IDs and upload for quest and PC again
hi everyone! im not the most knowledgeable with blender which is why im working on this little passion project to try and learn more, but i for the LIFE of me cannot figure out whats going on here with these eyelashes- any help is appreciated! <3
so i am working with a new version of the base i normally use (it has more humanoid hands instead of just paws) and most of the gestures just look ... bad
but ive never done anything with hand gestures before so anyone know how i can make them symmetrical or any packages i can use the animations from?
for example here is "gun"
is this correct?
yup. the ones you have are incorrect and are causing the desync
just upload as soon as you're done
alrighty thank u! also do i have to do this every time i do edits in unity or is doing it just once fine?
also i did this twice since my quest and pc avatars are in diff scenes is that still gonna work?
please i am going to rip my hair out. this is my first time using unity and figuring these shaders out. i was able to locate and download poiyomi and arktoon successfully...but i am so STUCK trying to find THIS one. i keep looking up 'Flat Lit Toon' shader and im only able to find a github page with this long a** code.... i am so confused and overwhelmed can someone please help direct me i am trying not to cry lol
how do i make my 4 leg animal walk?
If i remember correctly, network ID creation is based off of hashing the hierarchy information, so as long as that's the same it should be fine. i could be wrong tho
the only time you'd need to do this is if you end up changing where your physbones are or adding/removing some
yup just confirmed that it works omg tysm!!! i couldn't find anything online lol
guys
how to make 4 leg animal in game walk]
do I only need one fx contrioller that's it
or what else?
that shader seems like its meant for MMD not vrchat (especially considering how old the github looks if im looking at the correct thing here it likely wont work) what do you need that specific shader for?
question. does this count as sexually suggestive like the buttcrack peaking?
if you've gotta question it then you might aswell just tag it as sexually suggestive
Can I make Poyjomi look like standard shader when it comes to interactions with light? I am absolutely new to Poyjomi and always used liltoon but I discovered that the standard shader actually looks really good and is just missing a few extras which poyjomi probably provides.
you could make a emission map or try using poiyomi's sparkle/glitter effect though it wouldnt give the exact same effect, what model are you using that's requiring MMD shaders though as thats a bit odd?
a girl i met in 2021 made the eyes on an avi she was wearing and she sent me screenshots of them so i could recreate them myself but i didnt understand anything about avatar making so i never got around to it until now and i can no longer contact her through discord to ask so im just trying to copy the screenshots exactly as i see them, so i just assumed that specific shader was important? i just want the eyes im making for my custom to look exactly as the ones in the photo, really all i care about tbh
and im going off of virtually nothing here so im clinging to the small details
i tried adding an eye puppet to my avatar a while ago, but now the eyes don't move around with eye look, anyone know how to fix?
i think you're supposed to have a component over pipeline manager
^^ Yeah you need to add the animator script
stroll to the bottom, add component, search animator
what's the difference btw FX and controller?
i shgould put AnimalLocomotion into controller slot ?
and delete fx?
what does fx mean?
oh yeah thats quite old, the download for that shaders unitypackage is this https://github.com/DarthShader/Flat-Lit-Toon-MMD-Extension/releases/tag/1.0 though i get the feeling either the SDK wont allow you to use it or it will be broken or laggy/buggy if it does go through (but like i said earlier poiyomi's sparkle/glitter effect is quite similar if it doesnt work )
do i just click on and download all 3 of those? or just the first one?
i'm not sure but i just have my FX controller in controller, it works without it tho
im guessing just the unitypackage but ive never worked with this shader/users content so you'd have to look at their info about it
So, with a vintage freddy avatar with a generic rig, the default locomotion is fine, but when I toggle the secondary locomotion, and toggle it back off, the default locomotion's time constantly restarts and doesn't go all the way through and loop like it should.
okay, so in unity right
you just right click in the assets tab, go up to create
and then just scan through the next few things 'till you see "animator controller"
"animator controller" should be located near the middle of the next open slot here @spark walrus
and you basically have it
What link mode should I have for the coat to not clip trough the pants? Ive tried tweaking it and haven't found anything that works yet.
the complex of animators depends on how much stuff you want on your avatar
yes but how do u set it up?
like all the animations
the tree
alright
i have the animations ready but dunno how to apply
so what kind of avi are you intending to make?
what rig?
cause I'm only experienced with generic ones
as i'm used to making those
4 legged animal
so if you wanna set up a blendtree, right click right in the animator controller grid screen thing, and create a state
click "empty" when you right click to create the state by the way
and click on the "New State" and click "create new blendtree in state"
and then double click the state
wiht a blend tree ok
oh, ykw
i actually have a video
you want to set up a locomotion for your avi right?
you just gotta follow the yellow mouse curser and do exactly what it does
oh, and first off, in your animator controllers parameter tab
Add 2 new parameters here and name one VelocityX and the other one VelocityZ
and make sure their both set to "Float" @spark walrus
right click on the assets tab below, go up to "create" and into "VRChat" > Avatars > Expression Parameters/Expression Menu (Grab both menu and Expression parameters)
name the expressions anything you want, doesnt matter, isn't case sensitively linked to anything important
these are menues for in game
wont need them now
just want the ,idle,crouch, walk, run, prone thing work
oh-
ah, nuts
sorry, i dont really know how to help you with all of that, i only know how to create locomotion blendtree's for generic rigs
my bad boss
if you needed help with a generic rigged avatar with one simple locomotion i could absolutely help
but idk..
sorry
yes this
my setting looks different
from the video
what's that supposed to mean?
anyone ever had issues with import settings?
and thats if i switch to legacy blendshape normals
it's wavy and weird
Anyone have any idea why the VRC sdk wouldnt show up in unity? 3:
not much info on the issue on google, I have the creator companion, it matchs the unity version too
mine doesnt open the same as most other videos I watched, just so confused xD
do you have any errors in console? or duplicate SDKs in your project?
I dont, I try opening it from the CC and it doesnt open the same way as the videos Ive seen on YT, its just not there at all
Ill try it again and show a SS
I reloaded and only one I see is face tracking one at the bottom.
I have gotten a random crash error from the CC before too, but Ive tried reinstalling it like 3 times Dx
what do the 5 yellow errors say?
When I go from here and it asks to open unity it takes me to the unity hub
Its been like three years since I uploaded an avatar but I am so lost, it was so easy before xD
I’m new to the server and, I thought this would be the best place to ask for help on this issue I’m having. These shorts I’m trying to attach to this avatar have a lot of clipping when I move the avatar around and on top of that it seems like the physics are working but only on the shorts and it’s somehow negating the physics on the butt and on the right leg pls help
yeah you're getting some errors ive never seen before like "Release of invalid GC handle. The handle is from a previous domain. The release operation is skipped" 
Yeah thats usually my luck with these things xD
you could try asking the bot in #1149075823593275504 about some of your errors/your issues though some errors that might be bugging it out are the fact that you're missing scripts it seems like
would that affect the SDK not showing up?
sometimes red errors can bug it out yeah though im not sure if thats 100% the issue in this case
but it'd need to be fixed before upload anyways so might aswell try it out (the facetracking error)
yeah I got it directly from Strawbunnys website, I dont see why it would have issues, all her avatars are great T__T
Would the error be something on my end?
it looks like you might've missed a dependency before importing the model or the one you imported for the face tracking is broken
Even before I import, theres no VRC SDK menu, which is really what Im trying to troubleshoot
On the tuts Ive watched, people already have that at the top menu on their unity 3:
hm try re-importing everything into a new project but dont add the avatar and see if you get the same issue
This avatar was really just to try to upload one since things changed 😛
Does the avatar import make the vrc SDK menu show up?
no but im guessing that either one of the dependecies the avatar uses or the avatar itself is whats causing issues
even when I dont have a project open, the VRC SDK isnt there
Is my creator companion maybe the issue?
Thats where the SDK comes from right?
are you sure you're importing into the correct project?
Im just following tuts from reddit and from youtube.
and VRC itself.
Im honestly not worried this avatar is having issues, Im trying to figure out why I have no VRC SDK menu on unity
would you be able to screen record how you're adding the SDK to your project?
Im supposed to add it?
via CC yeah
Im not sure what you mean
Im just doing what everyone else does on CC
looks like this and then I click open project, but it just opens an empty unity when I do
but not the same at the tutorial videos Ive watched, even though Ive done exactly what theyve done.
(the video was from 3 months ago)
that specific issue i dont know how to fix as i manually just open it with unity hub but try going back some versions to 3.7.0 and see if the SDK shows up
You're showing different project from what you opened in unity.
Thats how I did it before, manually but it was 3 years ago and I forgot Dx
So when I do click open project, it doesnt open unity directly, it opens unity hub, so I make a new project?
No you must not.
which is the difference in what happens when I follow a tut
it doesnt open unity when I click open project
it opens the hud
if I click open project, it opens this
Your installation might had some problem. VCC might be pointing to a invalid unity installation. Double check in settings in VCC.
is that an error at the bottom?
it happens when I try to open project before it opens the file explorer
Go to the settings.
you're gonna have to mess with the weightpaint on the strap and for the shorts you might be able to angle limit your phybone so it doesnt move far up enough to cause the clipping but you should probably also mess with the weightpaint or lower the jiggly-ness of the bone as too much will almost always cause clipping unless the clothing has the same UV layout
Can you open to that folder showing in the Selected Editor field?
Just checking if it existed.
I’m gonna be so honest dude I don’t know what that means I’ve only ever added clothing through unity so I’m not sure if there’s something I’m missing here or??
That should be alright. Restart VCC, try open the project from VCC. If it still doesn't open directly to unity, then check for unity license in unity hub.
is it supposed to open a file explorer when I click open project?
ah i dont think your issue can be fixed in unity, it'd need to be done in blender if you want it to "jiggle" properly its also better optimization wise in most cases (though i dont know how you're adding clothes in unity)
I said it should open to unity editor directly.
I see, but yeah I’ve always added clothing items through unity with no issues guess I’ll have to learn how to use blender
It's just all over the place. It didn't open the same folder as before?
theres a note at the bottom here when I do click open project
hi
Do you by chance have any videos so I can get started and see what it’s all about?
thats what it says in the little notification at the bottom when I click open project
this goes over the basics of it pretty quickly but isnt super in-depth https://www.youtube.com/watch?v=4fICQmBEt4Y (its basically just "paint the spots you want to move with your bone red" and the spots you dont want moving blue, anything in-between is basically 50% movement with the bone)
Well it shouldn't tag 2 unity with the same version so that's strange.
You're still fine by using unity hub use Add Existing Project, and open your project from there. No creating one though.
Ive never messed with the settings, just installed CC
So unity hub instead of the CC?
I have tried the add project button on unity before, still no VRC SDK menu
Or I think I tried but nothing showed up when I did
this is where the avatar files are saved
Can you try again with your current project? Because what you show before are different project.
current? haha there is no current as Ive tried multiple ways, theyre all just renamed copies of the same thing
I could try starting from scratch again but it always does the same thing xD
Ive tried reinstalling CC and unity and it still doesnt show the SDK and it doesnt open unity the way it should >__<
thats right, right?
Select that single project and Add Folder. Then screenshot how it is in unity to confirm.
I did, theres nothing in there and it adds nothing
thats whats actually in the folder, and it doesnt show when I tried on the Add button on unity hub
You have to select the Kitsune-Nekochan folder.
lll try
Kitsu isn't a project folder that's why unity hub can't add it.
Then open the project.
k, opening it now
yeah none of the tuts showed these steps, hopefully its what I was missing 🤞
No it doesn't show because you're unusual.
haha it happens alot with stuff for me sadly.
Woah he spoke a bit fast but I more or less understood what he was saying imma just start looking at videos on blender for vrc to better understand how to attach clothes. Thanks.
Just close it.
Then proceed with the tutorial.
I have one more question
is that file something I need to add too? I know its supposed to be done like the poi first, then the avatar, but is that file needed to be imported too?
the quest thing I dont even know how to do yet so Im just gunna leave that unless I have to do it too
You usually need avatar import last.
what is that file Im hovering over though? Is that something that needs to be imported too? And do I need to add the quest file too or can I leave that off?
Quest is a mobile platform where players playing on it won't see content uploaded only for PC.
Poi and Unlit are shader.
Do it.
Go Ahead.
got a couple yellow flags
You might still need to fix VCC, so you'd have to consult in #creator-companion
yeah that probably isnt a bad shout since its acting weird >_<
Yellow icon are warning and usually don't matter.
okies, no red ones yet! :3
ahh once I opened the scene it got the same errors as before for face tracking
You might be missing some required packages.
so odd, I imported all the files that came with the download >__<
Is that only going to affect being able to use face tracking? (I dont plan to)
Some package usually doesn't get included in the download due to licensing. So read the avatar manual.
There wasnt any reme file, or instructions on her page, only some things about uploading the quest version
Then that's clearly the author's fault for not listing it all.
It might be listed as "Dependency"
youre missing vrcfury
whats that?
Although since it's vrcfury compatible package, you could just delete the object with that name inside of the avatar.
I didnt know I needed that Dx
is it something I need to download?
this was the makers page >__<
ahhh it was at the top of her oage it lists stuff
VRCFURY (for gogo loco)
FT Template
POIYOMI (On download)
Unlit shader (On download)
Import Kitsu unity package.
yeah I just noticed that xD
What are the top two and how do I get them for it? Im assuming Ill have to start over since I didnt add them before that avatar?
again sorry my knowlege on uploading is like 3 years out of date hahaha
You could just click on the link.
When I try the FT one it doesnt add like the fury one
nm, had to do it a few times xD
So much new stuff @___@
oop unitys loading stuff
how do i invert normal maps in poiyomi? normally entering a negative value does it on other shaders?
trying to build and pub again 🤞
On the texture itself, i believe you can invert the green channel in the import settings
please guide me through this i dont know how to. is it in unity or externally via GIMP?
Unity, find the texture in your assets folder, click it, see inspector
how do i get this fixed
yes i got the texture
can u tell me a little more?
if you're just trying to upload those two yellow errors can be ignored
In Swizzle, change G to 1-G
im gonna be using standable with the avatar and dont want fbt fucked up
it shouldnt be messed up (at least not in a way thats noticaable when using fbt from what ive seen) though ive never used "standable" so im not sure if it'd matter or not (to fix it you'll probably need to flip some bones around "hip bone up and upper leg bones pointing down" and making sure the model is in a T-pose as quoted from the VRChat bot)
alright im new to unity so how do i flip the bones
needs to be done in blender
ok
It's usually caused by rig mapping got hip bone wrong. So double check in rig configuration first.
where can i find rig configuration
i dont see it
If it's vrm converted avatar then that's bad: it doesn't have an option to fix.
No idea. I don't deal with vrm.
guess i will upload it and see later
My avatar in unity is blue when I switch to android from pc, the whole avatar is different shades of blue, I switched all of the shades to toon and everything, does anybody know what to do?
how to fix this?
🆙
how i can fix the mirror ?
Hello, my avatar fingers close when im not pressing any buttons
My avatar in unity is blue when I switch to android from pc, the whole avatar is different shades of blue, I switched all of the shades to toon and everything, does anybody know what to do?
im trying to edit an avi does anyone have tips and tricks
Whatre you trying to edit? Clothes or other stuff?
Like the color? Or other stuff
color and model
Model you probably have to go into blender for
ok
But for the color there should be a texture file for, go into gimp or any other photoshop software you have with that photo, edit the color, put it back in place, and whammy
ok thx
just fyi tho the hair usually is in the same texture photo as the body so be careful
also if you wanna add decals and stuff to shirts and stuff, its that same process
I would personally recommend using GIMP to photoshop the photos but if you have adobe use it
Gl tho
ok thank you
np
does anyone know why my avatar shows up pink
Missing shader, didn't import required shader.
My avatar in unity is blue when I switch to android from pc, the whole avatar is different shades of blue, I switched all of the shades to toon and everything, does anybody know what to do?
Can you screenshot to compare? Also use Window key+Shift+S to properly take screenshot.
a screenshot of the original?
or just a full screenshot of this one
Yes. How it should look like?
Everything on the avi works, its just... blue
Isn't your texture itself also look blue?
And I triple checked the shaders, its vrc toon shader
The texture isnt here
its in a different folder, thats the thumbnail
Am I able to copy clothing assets from one avatar and put them on an entirely different model I’m making from scratch and how would I attach it to new model?? 🤔🤔
Then the issue is your model has vertex color and it must be removed.
Color data that's on the model itself.
You'd have to edit in blender. Or there is some plugin for unity to remove vertex color, but I don't use it so I can't recommend any.
oki thank you, ill be back if I run into any problems, cya, thx
It takes lot more than just copying.
Assuming you make a model from scratch so you'd have to know how to rig.
It's about switching armature of the cloth and link to the body armature.
Slight issue with my problem, I have the plugin "VRChat Quest Toold" which has an embed to remove vertex colors but its telling me there are none
*Tools
am i doing something wrong?
Ignore it and see what the error is in unity.
I hit ignore and my builds have been fine on my last and current avatar, usually its some small error that isnt an issue
Right now I’m just molding and making sure the base is to my liking and as close as my avatar reference photo but could I take assets from another avi and put it on the one I’m making. I can figure out the rigging and everything when I get to that step.
I’m trying to save myself the trouble of putting more hours into an avi from scratch than buy a base model and do that
Then you could just copy the cloth model and put on your model without rigging. Then you still have to do all rigging later.
Just looked at it, the avatar doesnt have vertex, idk whats causing this blueness
"vertex color" not just "vertex".
yes
Where did you look?
In VRC Quest Tools, the plugin hasnt led me wrong so far
That’s fine. I just wanted to know if it was at all possible to put other clothing assets to a scratch model. Thanks
It has the ability to remove vertex colors, and the option to do so is greyed out, indicating there are none on scene
I would look in blender but I have no idea how
Usually transfering cloth would have to wait until the base model have rigged, so the cloth can be transferred to use base rig. Without rig to start with, then it isn't much different from copying without rig, just to be manually rigged later.
Also look in the fbx file and find and inspect the mesh. It has list of vertex properties show, including the color.
In blender? or in unity? Also how would I find that? (Sorry)
In unity. Find the fbx file in unity.
gotcha
brb, imma go look for it
Ok, so I found the fbx, but I dont know how to inspect the mesh
wait
I think i found it
Also screenshot instead.
Definitely has color.
So its not vertex color being the issue?
It's vertex color.
oof
See the "vertices"? Those are attributes of each vertex.
do you know where i can find the shader?
Read manuals/instruction of your avatar.
im sorry im new to this do you know where i can vind the manuals/instruction
From where you downloaded the avatar.
ok great
these are the errors that show up does anyone know what these mean/ how to fix them
Not an errors. You could simply ignore them.
what is the poi toon
ok thx
Shader. Try google it.
ok thanks
Another question, the avatar came with a unity file only, how do i open it in blender?
You had imported into unity so you already had individual files in your unity project.
Import to blender.
Open VertexData properties tab, depends on blender version, the section will name "Color Attribute", or "Vertex Color", just remove everything inside the section.
Apologies but I dont know where the VertexData tab is, I havent used blender in nearly a year
it's just under vertex groups and shape keys
This?
below that
copy
You could also google search for various terminology and see where things are located.
so I remove EVERYTHING inside color attributes, correct?
And ths wont mess up the avatar?
It removing color itself doesn't break the model. It depends on how you export it.
just removed everything in the color attributes, how do I get it back to blender safe and sound?
I mena unity
(I really need sleep)
File -> Export FBX
did you unpack the avatar prefab in Unity?
That would be yes.
i tried uploading my avatar and this error pops up does anyone know what to do now
is that the only error? If not, paste the first 3-4 (at the top)
yes thats the only error
As it depends on how you exported it.
You usually have to set export option "Apply Scaling" to "FBX All", and disable "Leaf Bones".
yep
thank god
Given you haven't close blender without saving then sure.
how does that work
You have to open export menu after chooseing FBX.
menu is open
In the export dialog, set "apply scalings" to FBX All and under Armature, uncheck the box about leaf bones
i dont know whats going wrong but it refuses to upload my avi
Can you screenshot whole unity screen instead?
ideally with the Console window shown
You're in prefab editing mode which you can't upload from there.
hahahaha i dont know what to doooo 😦
Why must I be plagued with blueness
Did you remove color attribute from every object?
yes
That colour in Unity indicates that shaders are still compiling (Give it time)
so i should be able to upload it from here?
It has texture so it's done compiling.
and there isnt a secondary unity window telling me shaders are compiling
Yes.
great thank you
Oh you're right
I haven't seen the text on the clothes
ur fine
Odd coincidence with the colours haha
thats what im saying
Did you export to overwrite the old fbx file?
yup
The body in the scene might be from different fbx file.
Do you understand the word "velocity"?
thank you all for the help love you guys
(speed and direction)
How so? I nuked the old fbx and replaced it with the new one from the export
There is only one fbx there and its the new one
Check first whether the model in the scene is using the mesh from the same fbx file you just changed.
How would I go about that?
It might also be generated mesh after using quest tool.
if you mean you deleted the old one and Unity actually was aware of that, you've broken this a bit. you need to just overwrite the existing file if you want Unity to just update it
The X and Y value for these motions are custom (0, 0 by default I'd assume)
The motion time, which is the 3rd is on 1 by default I'm pretty sure (when you add an animation)
Inspect the mesh object in the scene and see the mesh slot.
thats what I did
these arent custom
Sorry I wasnt specific
u have to take what vrchat controller uses
otherwise u get run animation while walking etc.
I meant custom as in someone had to type those in manually
u need certain velocities to switch animation
u cannot customize them
Im so sorry but how do I do that? all I know how to do is inspect mesh from the fbx
vrchat uses certain velocities
You meant default maximum velocity. Default velocity for avatar in world is 4 m/s forward running. 2m/s for walking any direction. But each world can override maximum speed to any value.
by clicking on the body in the fbx to be more specific
Just select your avatar mesh in the scene.
Like so?
Ah yeah, I wasn't familiar with these values
Not sure if these also depend on the world you are in, since worlds can control walking, strafing, and running speed
Expand into your avatar object so you see all the child objects.
no that isnt what i meant
done
not max speed, but what animation starts at what velocity aka speed
Like that?
What is the velocity when not moving? Zero of course.
Click on the Body mesh and see where it highlight to.
The one with vertecies
You are describing thing incorrectly.
nah im not
hello I need help what is this and how should I fix it
At least 3 people tried to answer your question but the answer wasn't what you want, so something is wrong with your question.
is that the only error? If not, paste the first (top) 3-4
how to fix this sharp shadow?
Did I do something wrong?
If you modified the base controllers, and you want to look at the default values, I'd make a new project, with the avatar SDK, and I'd look at the default controllers there
The docs are not super useful either as it seems, as they just tell you to look at example controllers
my question was if the default speed values were documented
the x,y, positions for the blend tree
so each animation starts at the right time
yes this is the only error
Speed value is the actual speed of an avatar relative to world position.
There is only default maximum velocity set by world. There is no such "default velocity".
What you are thinking of is the dots in the blend tree setup I assume(?)
yes
Cause that is not tied to velocity
parameters say velocityz,x
There is no velocity set by vrchat.
That is tied to the joystick's (or keyboard's) movement I think...?
yes
It tied to actual velocity, not controller input.
are you guys going to help me
Either way, there are no documented values for this that I could find
i told u
I decided im just gonna re download the project and see where I fucked up
this is not a useful error unfortunately, there's nothing we can tell you
Have you actually test to confirm it?
Have you seen debug menu and see how the velocity parameters change when you move in each different world?
Bc a friend who is using the same avi had no issue so I did something wrong
they r calle velocity for a reason
dunno how to open it in game
See, you are missing the information. R menu > Options > Avatar > Debug.
my avi doesnt have that
I believe one of avatar search world has different velocity so you go to check that too.
Doesn't have what?
a debug tool
Don't you have this menu?
yeah...im having the same error, soooo many times recently, i dont recall having it months ago
i dont have it
thiuus
So?
i dont have it\
Can you screenshot?
i didnt know there was options
alwayus overlooked it
Do you see the debug menu now?
And what is your observation?
Try on other worlds too where your avatar has different speed.
ok
gimme 1 min
2.0, 4.0
why isnt my character affected by this?
still plays walk animation, even thouugh i set velociityz to 3.0 for walk
maybe the animation is slower
idk
3.0 wouild be max animation speed i guess
Because max velocity is set by world. Not by avatar.
yes
but
the animation speed should be influenced
if u set it to 3.0 velocity, it will play slower if world walk speed is 2.0
You seem to had incorrect thought. Velocity you set in blendtree determines what animation should be play according to current avatar velocity.
I can not open a unity project, can someone help with that?
according to world velocityh
To avatar velocity relative to world.
yes
i get normal walk animation in the world where velocity says 2,0,. in the woirld where it says 3.,0, my character starts running...
Yes it should be.
how do i adjust the values in blend tree then?
if speed fluctuates
my other characters run too, btw in that blue box world
Velocity you set in blendtree determines what animation should be play according to current avatar velocity.
yes
Velocity is measured relatively to world.
Not the best but simplest.
what other option is there?
You'd have to measure foot stride for an animation, and measure animation speed, and compare it to avatar actual velocity, to make sure that the avatar feet doesn't slide because animation speed play differently from avatar velocity.
Delete the Library folder from the project mayhaps
Something might have gone wrong there
Unity will regenerate it when you open the project
Do make a backup first to be safe
FOOT STRide is the distance btw 2 steps?
Yes.
not measurable
Then just approximate the value and let the feet slide.
If you can decypher it, you could also see how GoGo Loco works, since they know a whole bunch about locomotion
well, I know the default motion controller of the robot, it has all the values set up
And it is a good start, but default loco has its issues :/
i mean the default values that comes with the robot of vrchat
u find them in the package
Yes, I know
But just saying that it might also be worth looking at other locomotion systems, to see how they do things, because there are better ones out there
I'd rate GoGo as my #1
Locomotion Fix as #2
And the default loco as #3
But do note, that I only ever used these 3
And these are my own opinions, based on experience
i know little about them, I use it though to have the extra poses, but havent looked deep ionto it in unity yet
Thanks again for everyone who explained the little bits of things about poiyomi to me. I unlocked so much more power in my creation. Liltoon is good and all but Poi is different
How do i merge lots of meshes without the mesh texture's changing
After merging them all the texture is all messed up
is there no qick reverse button for animations in the animation controller?
i want to use the walk animation to walk backwards
Set animation speed negative.
I did
no wait
what is this 1 for?
most of the time i see a 0 in that bar next to parameters
it's described here, like all of the VRChat-provided variables: https://creators.vrchat.com/avatars/animator-parameters/
i read this
but why is the parameter set to 1?
does it mean the default state is 1 ?
"1 is standing streight up"
if you're looking in your animation controller when not in play mode, then it doesn't matter what value is in any of the VRChat-provided ones.
they set it to 1
you could set it to 312 and it'd be set appropriately when in-game
i think it means to set it to upright by defauklt
Default value in animator controller doesn't matter.
it's read-only
Likely.
but when it is read only
it also takes its value from there
so set to 1 means, default state
There is no concept of "default value".
but u start upright when u spawn in a world
it has to be set to 1 somewhere
why else have a 1 therre
you seem to misunderstand, whatever value you put there in your avatar is irrelevant, VRChat will update that
For VR player, player can be in any Upright level so it doesn't always be 1 at the beginning.
It likely be there for testing purpose only and doesn't have any effect in game whatsoever.
it has to be there if you want to use the parameter in your own animation states
what has to be there?
any parameter you mean to use in an animator must be listed in the animator, even if it's set automatically by vrchat
so you just add them as needed, set them to whatever you want while testing, and it doesn't matter what values you set any of the read-only ones to.
Only for your local testing
no that is not correct, that is a read-only value
for no reason?
I just told you the reason
For VR player, player can be in any Upright level so it doesn't always be 1 at the beginning.
it does not use that value you set
if u set value to 0 u start in crouch position
that is incorrect
1 set , meanms start upright
🍿
the animation start crouched
Why don't you also try yourself if you're so stubborn and keep arguing?
*sigh*
So i have an actual question here
the avatar I have open in Unity right now has this set to 0 and does not spawn crouched - something else on yours has caused this
I've just figured out udim - was wondering the benefits for that when it comes to painting in substance painter or generally. I know poi can do udim tile discard, but i really dont need that. I was just messing around - what else would be a benefit here
it's really a pain to deal with in substance, I don't really see the point in doing so. Also what Poi does is not udim technically
Hm fair enough
starts crouched
I haven't seen if before either
i was right
I've mostly used it for tile discarding and decals, where you can get better resolution on the decals with a different UV map
I just f around to find out xD
at least the animation is crouched
camera is still up as if ur standing i think
so i was right
with default value
it determines what animation is at start
that is the reason why it is set to 1 and no 0
we're talking default controllers here
Have you checked debug menu?
sth the developers have set up
no need
check for what? when i see the crouch anim>?
I'm going to call that false conclusion.
I've tested it so I know it
and logically it makes sense
why else would it be set to 1
I'm testing the same thing and not getting those results
For Upright parameter. If your avatar stood up the Upright should make your avatar change animation to standing up. If your avatar animation still keep crouching, that mean your locomotion has something wrong.
it does not do that here
Then can you make it stand up in game?
it does
on either of two avatars, one with gogo loco, one with default locomotion
