#avatar-help
1 messages ยท Page 11 of 1
still not happening here
Then why isn't playing standing up animation?
I'm giving up, you just aren't listening.
Then if you make it default to 1, does it play crouching when you actually crouch?
If animation doesn't change then your animator controller is having a problem.
it crouches when i set it to 0
bc itis wrong
i dont think so
i think it works correct
Do you think it keeping a wrong animation is actually working correctly?
If you stand, it should play standing animation. When you crouch, it should play crouch animation. Your avatar clearly didn't do that, so why do you think it's working correctl?
so?
it's 0 by default in gogo loco's base controller
u guys can ask developers why they set it to 1
You drift out of the main point. Your avatar is having a problem where your avatar doesn't change animation state.
You're calling avatar doesn't change standing animation is working correctly?
Hello, my avatar fingers close when im not pressing any buttons
setting it to 0 is like telling unity to use crouch animation at start
my avi changes animations
When does it change?
Obviously it is, but what and when is it actually?
What you did to change animation state?
i use blend tree
That's for velocity? We are talking about Upright state.
Can your avatar change animation from crouching to standing, and viceversa?
lol
u guys were wrong
pls
just admit
why do i have to repeat myself
i said avi works fine
You're avoiding answering so you didn't proof yourself correct.
yes changes stands just fine
all anims working
u have to set the parameters correctly
Alright then if it worked for you then you keep it that way.
none of this proves anything when the rest of us can't reproduce your results.
u guy kept dodging
the point
i kept saying my avi works fine
if set to 1
the poiint i was making is it needs to be set to 1
or u start at crouched animation
and mine work fine regardless of what I set it to, and do not crouch when that is set to 0
u both refused to accept this truth
i refuse as well
right, you immediately assume I am wrong, that's cool
mayhe it's reading from somewher else
bc i tested it
program behaved as i expected it
plus the fact the developers set the value to 1 means something
cannot be by accident
except if it's a read-only property, it does not matter what you set it to.
read means take info
We already state the reason and you kept denying it.
Yes, the various states in the animation controller read this value
yes
read means get
it reads ur characvter is crouched at start or in standing mode
depending if on the value
sighs
that's what read means
Why don't you try other value outside of 0-1 as well?
Don't you want to know what it will do?
I do but if I said you won't believe me anyway.
dont u want to know what it wil do?
I wanted you to know.
why dont yall just drop it
Do you know 1e10 ?
u know what ur saying now is silly right>?
its really getting old
Yes. Afraid to try?
why dont u try then?
You won't believe me anyway.
whjy dont u try 100?
I have tried lot more than that.
That's a silly child talk now.
Ok
now
It takes time to record you know?
the sooner the better
Then why don't you also record from your side too?
You're in a hurry?
I'm trying to attach armature to my rig the usual way but it won't attach this time
Sounds like aggravation.
what's the usual way?
Mesh + armature and then CTRL + P
what version of blender should i use for vrchat?
That just parents it, you probably still need to add an armature modifier to the mesh
any
do you have more than one or something?
Only 1
probably it won't be the wrong one then ๐
but like
Happy now?
how do i connect it
what do you mean "connect" exactly?
attach armature to model
you did that part already, that's what the armature modifier on the mesh object is for
record it
this doesnt prove anything
need to see ingame footage
record in unity and vrchat , no cuts
prove it is the right file
What you're expecting to see?
connected to ur avatar
I'd record this but the in-game footage shows nothing weird here, since setting that does nothing
It still doesn't here, no matter how many times you insist
Hello, my avatar fingers close when im not pressing any buttons
Anyway I won't screen capture my entire screen for privacy reason. If you like to call me anything then sure, it's a freedom of speech, but keep in mind, I do not consent.
I don't need to test anything, I already know exactly what behavior happens here, and that it matches what the documentation says.
it doenst match any documentation
I'm not going to entertain your childish instistence
u havent tested
anything
ive tested
enough
times
u didnt test
anything
or did it wrong
I literally said I tested two avatars and my experience does not match yours, but does align with the documentation
show proof
I don't need to do anymore than this
why would I lie? I'm trying to help educate others here.
it still isn't attached tho
again, what do you mean 'attached' here?
Do you mean perhaps that the mesh isn't moving along with the bones when you rotate them? If so then are you missing weight paint?
I just showed u what setting upright to 0 does
no I've got better things to do than argue with children, I already said I've got two avatars here in Unity with different values for this, and I used them both last night and neither was crouched. I'm done here.
that's strange
when i move the armature the mesh isn't moving with it
bc cannot worknow
Did you do any weight painting? You probably have to
oh.
annyways we can talk about something different
That's what tells a vertex to move along with a bone
the mesh i'm editing used to have vertex groups
and i deleted that armature
it's possible that the vertex groups with weight paints don't have the same names as the bones in the armature - you can simply rename them to match
now when i'm in vertex group it says i'm weight painting the old armature that came with the mesh
ok
okay so
there are alot of armatures
1 is for IK (part of the old armature)
2 is old armature (part of the old armature 2x)
3 new armature
unless you're going to export this as its own asset and have some method of applying in Unity, you probably just want to use the avatar's main armature
i can't
cause the old armature has IK armature attached and i'm not making this avatar for vrchat
the game i'm porting it to hates IK
I can't seem to find a method of converting the IK into a normal Armature
at least without losing the mesh or breaking
that might take a bunch of work doing bone merges, yeah
Hello, my avatar fingers close when im not pressing any buttons
How do I update my avatar using the avatar ID?
upload an avatar using an existing blueprint ID, that's an update
how do I do that?
set the blueprint Id you want in the "pipeline" component, it's on the avatar root near the Avatar Descriptor
watch basic tutorials
Got it
but if you click the root object, in the hierarchy, then in the inspector you should see an avatar descriptor and this pipeline component
I found the first option, thx man
I'm confused...
I don't see foot bones
Its the toe bones that arent assigned.
ok but I don't see foot bones in the hierarchy, where are they?
oh I guess that's ankle here?
Yeah, they're called ankle
I've used this base on a few other avatars and never experienced this problem before.
@somber sequoia Another question, so I was here earlier about my avatar being light blue for some reason, I found out if I equip the lightmapped shader it fixes it, but as you know I cant use that shader for an android build, would you know what to do?
Sounds like vertex painting
I got rid of it earlier and it didnt help
Jacket is toon shader, shorts are light mapped shader
Theyre both the same texture
You have sps on there. Iirc, it does something with light and shading. Might be worth trying to remove it on a dupe to see
just gonna remove it on the main model, not like im ever gonna use it
Worst case scenario, im spamming Ctrl + Z
Am I missing something here?
Deleted SPS but the outlines are still there... strange
Deleted the outlines by hand
who tf comes up with those names, dp$ was fine since not related but sps stands for Single Pass Stereo, very important rendering feature unity/vrchat actively uses.
hell if I know, I dont even use that stuff, its gross, but it becomes so much of a hassle to remove it from avatars I usually just leave it on them
ยฏ_(ใ)_/ยฏ
Still bluer than some guy with a trombone in the '30s
idek what to do now, earlier I deleted all of the vc and still its blue
its fine on the pc build
@rancid zealot check with this shader https://gist.github.com/jhorikawa/7a236ae0b801bf2aca2d8a3038b9bf40#file-vertexcolor-shader
My apologies but I am dead tired and kinda dumb, how do I check with the shader?
you drag shader somewhere in assets, you select custom/vertex as shader for material
Would that work for the android build?
should end up white or black if theres really no vertex colors
got it, ill do that now
please don't ping me specifically for new questions anyone could answer. As others said, vertex paints, and the lightmapped shader is only for worlds.
Ah, sorry
This is what it looks like with the shader
yeah, ill go into blender and scream as I navigate it, will most likely be back in half an hour
tho vrc quest tools can do it for you in unity but im not sure if its up to date
I tried it like 15 mins ago, ill try again rq
uh sure but id recommend making backup fisrt if youre not used to overwriting fbxs, things could go wrong.
Didnt work
Alr got a backup, bc ik I was gonna mess up somewhere
Slight issue, I can no longer find Vertex in blender
im gonna try sum rq
yeah, cant find vertex
slight issue
select a mesh object, it's in under vertex groups and shape keys in the properties box
So I open blender, go to the fbx page in the blender file explorer, and the fbx isnt there
Im in the vertex box right now, color attributes is... empty
then there aren't any for that mesh object
I cycled through everything on the avatar
its not there for any of them
but at the same time its using these
truly a predicament
Do I delete all of the Vertex Groups as well now?
why would you do that?
I doubt the jacket is part of the body mesh
Thats just an example, I went down the list and checked everything, its not there for any of them
Thank you
Np!
Hope it helped
im trying to add reactions to my avatar and im doing what i did last time i had an issue like this but the animations are playing for a second even though its just a toggle so i cant use exit time (even though i need to) because it wont be interupted when the parameter is false
anyone know how to fix the animation time?
uhhh i need help with something ๐
my wings aren't working
like the toggle its there, the animations are attached i did everything i saw in the tutorial but it didn't work
yeah i didn't do a mistake, the animations are empty :/
like the animation called "wings hug" the wings looks the same, so seems like im the who going to animate it ๐
and i didn't try animate before ๐
Hello! Need some help with this issue. When I try to upload an avatar it doesn't work. It's not the avatar it's self and it's not the unity version. I even tried it on a different PC and still nothing. Is there anyway I can get in contact with VRC directly? I think it maybe a account or server issue 
troubleshooting steps for if an avatar is stuck on "building" in unity?
Yes, is there documentation on that?
Any idea why the wings import like this into Unity? In blender they look perfectly fine
does anyone know how to fix this. i uploaded just a base model avi, everything is fine with the actual avatar itself, but i keep getting that error when i upload
This looks like backface culling. You can enable it in the viewport settings. Theres also a way to see "face orientation"
have no idea what i did, basically the toggles for pc player isn't sync for a quest user, for example a quest user would see i would have one toggle on my hand but i have a different toggle in my point of view
i dont know how to fix this since i used vrcfury for alot of the stuff i did
Are your parameters the same when in play mode?
Hi i just finished my first avatar and it is stuck in tpose any ideas why? i think it has to do witht the unity step but idk
Im making radial wheel toggle to switch tops, ensured to do it right but when I enter playmore other tops dont show up. How can I fix this issue? (I used Av3creator)
Did you set it to humanoid in your import settings?
yes and i had the maching bones
Lets see your avatar descriptor then
would that be in Blender or Unity?
I assume you have an animator there as well. Do you get any warnings in the fbx rig import settings?
Blender. Im on mobile, else id have sent an image of it
If it is faces being the wrong direction, youd have to flip them/recalculate outside
heres my animator where would i see fbx errors
Click your fbx in your assets (not scene)
no errors here
okay many thanks will try!
That is very odd. Usually when an avatar does not play humanoid animations, its either not set humanoid or it has fbx import warnings
thanks for trying
what's in your playable layers section?
where do i find that
in the avatar descriptor, the image i replied to
okay try moving the bones in the scene and see if they move the body
Good idea
i mean by all accounts the rig should be animated correctly, so the issue may be with the mesh
like this?
I guess we have our answer
How can I close my avatar's hand temporarily in unity so I can position my knife correctly when hand is in fist
so is it a blender issue?
yeah your model doesn't seem to be weight painted
Have you not weight painted it?
With such a simple mesh, parenting the armature with automatic weights should give you a decent base paint
ok thank u! ill try that
added the auto weight now im gonna redo the unity part
can someone help me with the animations?
i have the wings of this video, but all the animations of this wings are just blank an empty animations so the toggles are working but the animations are empty
Please help? #1300934332096970825
Pretty new to blender but what is selected is connected to the hoodie, it works in pose mode but in unity the strings doesn't work I see the physbones moving but the strings don't move in blender.
@junior void its not perfect but it works :D
ive set up a smoke particle looking thing that triggers with a contact reciever, it looks great, however every time its triggered in game, the particles start slightly higher? so the emmitter like slowly flies into the sky. Not sure what setting i need to change to fix this
fixed it nvm
Is anyone able to fix something for me on a model I donโt use blender but I think something needs to be like weight painted so it can be attached or something
This is something that would probably also need to be taken to DMโs btw
I bought a booth model recently and I added goloco to it. They legs went a bit funky and I'm wondering if anyone knows how I can fix it.
Here are some pictures for reference. The white cat doesn't have gogo and the orange one does. The orange one is the one I'm trying to fix at the moment. Any ideas on how I can keep gogo but have the legs be normal?
why do you have an armature under the armature?
Itโs like some piercings btw
Please anyone?
you can commission people at the VRC Traders discord, link in #1204490664637890580 ....
Oh
Is their any tutorials on how to make physbone props you can grab? i wanna make it so i can pull the sword off my back and when i release it on my back it snaps back.
like those other avi's
I do that with contacts instead of a physbone, but you certainly could use a physbone.
what is a contacts? im just looking for a solution lol
can you share me some?
literally web search for "VRChat grabbable props" shows a bunch of decent results
okay i will try that
I don't have like, a go-to, but the first few videos in the search results look familiar
is it simple to implement?
but yeah, what I do is stick a contact receiver behind my shoulder that accepts a hand, that plus making a fist moves the sword from the sheath to my hand via moving parent constraint targets. Pretty simple overall.
(active contact plus "open hand" will release it)
okay thank you, i have never heard of a contact receiver before but hopefully i can watch these vids and figure it out
also if i do this should i delete the toggle for the sword on back and sword in hand? thats what i was using before
no you move the sword
oh toggle - nah, you can keep those, sometimes you may want to use the toggle instead
oh ok good
also is their a way to toggle off the contacts just incase i want to make it so on default the sword isnt on my back. so i have to toggle it on?
sure, just use a toggle animation to disable the game object the contacts are on
so i will use a toggle animation to disable the prop and contacts
sure
ok
i was wondering if i could call someone and share my screen to get help with this problem im having on vrc creator companion please and thank you
im slowly losing my mind
you might try #creator-companion
should i add the thing to my chest or right shoulder?
im not sure witch would be better
im thinking chest but im not sure
honestly, wherever it works better for you. I think I did chest.
can anyone help me
with setting up a usable gun
i literally dont understand whats wrong!
can someone help with this situatuion
is there audio? because I don't see what you're doing here
my avatar fingers close with no imput
So my problem is that when I equip the gun this sound which should be the equip sound plays but instead with the sound also all particle system plays
Don't understand why
Well dont have the particle enabled
probably the particle system and sounds are enabled by default
Because basically the sound is connected to the main mesh of my gun and it has many subdivided blocks
Which one of them is also called enable me
But thing is that
I placed the particles in the perfect place on the gun
Buy still the gun when I'm in-game won't shoot
When I press the trigger
ok so none of that conflicts with what Diven and I just said
Are you doing the correct gesture
As far as tutorials online NO one literally shows how to make your gun shootbale
Able*
re: the trigger thing, probably what is supposed to happen is whatever trigger you use simply enables a "play on awake" particle system. Which should be off until then.
"Shootable" is just a particle that has a gesture animation that enables the object for the particle itself
You can't really
I have several guns that are only one mesh
If the trigger is connected to the main mesh
what?
It's not possible to move it
What are you on about
incorrect - blendshapes and armatures are ways to do this
But that's blender
?
The trigger moving isnt required in the slightest to make it shoot
can even do a moving slide, still one mesh object ๐
I know but what steps do I need to make the gun actually play on trigger pressing because?
Like
Button*
Not because sorry
Shitty autocorrect
if [whatever shoot action you want] happens; then play shooting animation
literally just make whatever animation that moves the trigger also enable the particle
yep, that
heh, other "c-words"
since im too dumb apparentely to understand any of that now, i will go step by step, this is my root of the gun
I'm sure it's a rooster. ANYWAY
thats not subfolders?
idk what to call em
thats just the hierarchy
still thats its structure
how are you toggling anything with the gun
so we have no idea what any of those objects are from here, but probably one of them like "gunshot" is the actual particle system. Disable it by default, have your shoot animation enable it
you need to make toggles
i have only one toggle
from where you grab the gun
and then make it disappear
that work
but
so make another for the shooting
then make another toggle that shoots it?
alright i got it working, but i don't know how to make a toggle to turn the sword on and off?
wait
there are LOTS of tutorials for this too
the gun is also placed in the same fx controller as 2 other guns
reasonable
avatars only ever have one fx controller
while the other guns use a shoot anim and it works on them on my new one it just doesnt even work
even if i add the mesh render
and all the hireacy
wait does what i did with my prop i can turn off and on in my hand work with this to?
what
I have no idea what this image is showing
its the animations i made for the toggles for one my props that turn off and on
will it work with this?
or do i need another method
I again refer you to tutorials on how to make toggles
no, i know how to make a toggle i just dont know if i need a special one for this.
like will it break
just toggle the particle system
it's just game objects you're turning on and off, not sure what else you're talking about here
like if i only turn off the sword frombeing there will the contacts disapear as well
or will their be an issue
but the other guns dont seem to use "toggle" option
I have no idea how your project is setup, but again, you can make a toggle turn on/off whatever you want
they use an animation
yeah
if you're trying to show something in an image, it'd help to not clip out all the parts that give us a clue what we're looking at
"toggle" as in making the animations enable and disable the particle system
so i should make 2 different animation like nagant off and nagant on and then where do i place them?
and I have no idea what that "shoot 2" image is indicating
so will the animation toggle work?
shooting 2 is just the shooting anim for the 2 other guns
which i added to the fx controller
in the fx controller like how you make any toggle?
is there a way to launch a new preoject with all plug ins u want injected?
ok so
you all telling me
thaat the stock shoot 1
shoot 2
and shoot off
that came
with the other 2 guns
wont work
on the new one?
like the other ones that i made for the other guns?
wont work with the new one too?
we have no idea whats in them so there's no way we could say yes or no from here
it's not like there's only one way to setup a gun prop - you can do this in many many ways
so this is roughly what the setup for the stock shooting fx graph is
that still doesnt tell us anything
So basically can i use a animation toggle to toggle off and on the model of the sword or will that cause issue with the contacts?
transitions
Turning off a game object will also disable its children. Beyond that, it won't affect anything else.
this?
ok thank you i was just wondering becuase it doesnt have any children
hi
besides the avatar nvm parent
personally I'd put those contacts and the sword as children of some root object, so turning on and off that turns both sword-on-back and the grab contacts off. But hey, start simple.
all you do is the fist gesture and it transitions to shoot 1
then point and it switches back to shoot off
hi @somber sequoia
i push the triggr on vr to shoot the other 2 guns
I tend to use fist for grabbing the gun, then gun-shape for shooting, but maybe I like that better
The propchest is a child of the chest and the prophand is child of the right wrist
just wanted to say hi
please don't ping me for random BS.
literally what that transition does is check for if you are doing the fist gesture
whatever
there is no "did I press trigger" on avatars
oh so even if i do press above trigger thats just fist
got it
but here comes the interesting part
in the "shoot 1" block
you dont need to press trigger at all
theres the anim "shoot 2"
that's why if i turn off the sword model and make it toggle on and off it will not affect the contacts as they will always be on. I was wondering if that could cause issue or the contacts wouldn't be hurting anything becuase i cant toggle them off.
no need to worry about them being active, it's fine
ok thank you
that were already there
but still it just doesnt work
like the others
shoot off has the same structure ecc
so idk about you guys but,
seems like that i did everything correct still
the gun
wont shoot
sorry, I'm really not sure I'm following along because it sounds exceptionally over-complicated
i mean it is...thats why im asking help cause i dont understand what i did wrong and why my gun wont shoot even if i placed its mesh in all the anim motions and everything inside the main fx controller
like the other guns shoot and mines just refuses
I'm not sure what you mean about placing mesh
you see the shoot aim 2?
it has ruger and carabine
as skinned meshes
basically the anim connects to the mesh
that needs to be applied to
you toggle the particle system not the gun's mesh
but the guns mesh was required to be put inside the shooting anim 2 if not the gun wont be recognized by the game
... what?
dafuq are you talking about
BRO look here
1 toggle to enable/disable gun. 2nd toggle: if gun is enabled and gesture is made: fire gun
that's all
I don't know whatever else that list is
in shoot 2
my guy
the rod low is just the new gun
an animation literally just toggles shit
i had to add it at mesh renderer
no you dont?
yes i did
no?
because of how they are toggled?
were put there "casually"?
all of that shit about the other guns are blendshape related
the animation literally changes blendshapes thats it
blendshapes named "trigger"
likely literally just moving the trigger part of the mesh
so that wont count
I'm guessing this is some pack of multiple guns, and they made these overly complicated animations rather than one set per gun
literally that entire image is animating materials and blendshapes
and one single
if you're adding a third I'd not touch any of this stuff at all, and do it entirely separate
all you do to make the gun shoot is enable the particle system and audio
my goal was copying the single ones structure and adding it to the new one
which was the pistols one
and how tf do i do that
how do i fix this issue?
you just add to the animation enabling the particle system object and audio source object
thats it
but at the end is it NEEDED to do add other 2 anim for the new gun on the anim folder and on the fx controller?
what are you talking about
you can literally just add onto the animation that is already there
i ment as in the gun animation the new one will be added on the fx layer folder
inside fx
right
just have it be "if using fist, if not using fist"
what
you can make a whole new layer doing literally the same transitions as the one already there sure but you can literally just add onto the already existing animation
one of mine - there's a toggle for "enable gun" and then a gesture for fire
anyone???
basically sets one int variable to the numbers which are the prefixes of the state names
personally Id use anystate to make sure it cant desync for remote users
in my root the guns work like this
just add to the damn animation thats already there
yeah I tend to avoid anystate but that'd be reasonable too
this is also WD off
anystate is a godsend for remote syncing
how tf do i add that to the ALREADY shooting on off?
edit the animation?
its gonna break the other guns?
no?
yup because your not specifying if i should add a new rectangle on the shooting layer
I keep saying the animation
i dont understand IF youre talking about the anim file itself or the controller where tf should i edit
I keep saying literally the animation
so in the *ALREADY existing animation "shoot 2" i need to add the revolver as mesh in it?
no
then WHAT
not the mesh
what then
the
particle
only?
and audio if its not a child of the particle
then sure?
๐คทโโ๏ธ
thats what im saying from now all clear but....
what about the TOGGLE now..
what about it
now that particles are put there..
how do i make sure the game recognize the toggle
when i do the gesture
thats now how that works
you already have the toggle there with a transitioning checking for a default parameter
literally all you do is the fist gesture to shoot it
so in theory now
theres nothing to do now
i also noticed that
the paricle gun shoot has a saying
"play on awake"
should i disable that
no
okay now il see what happens on vrc i guess..
if i press right shift f1
should play the animation
the particles play automatically when i spawn the gun from the gun menu...
thats the main proble,m
make sure the particle system is disabled by default
dont have the particles enabled when you enable the gun then
the whole point of the shooting animation is to enable the particle
how do i do that?
yes
but how do i make them not enabled
thats the 10000 dollar quesiton
i have no idea how
on this new gun
just disable the particle system?
from the hirecy?
like this
๐คทโโ๏ธ
why ๐คทโโ๏ธ ???
is rod_low what you toggle in the animation or what
rod_low is just the model of the gun
is gun shoot disabled as well or did you only disable rod_low
the sound on rodlow is not the gun shooting but the gun enabling sound
thats not what I asked
gun shot is disabled but
when i disable EVERYTHING
the gun just doesnt spawn
ingame
even if i click the button on the controller..
well thats what happens when you disable everything instead of just the particle system that the animation is supposed to toggle on
ok so
now i have now EVERYTHING but rod low
disabled
just disable gun shoot and leave everything else enabled
your animation enables those so those should be disabled
you did NOT specify where
-_-
literally your image
because its what the animation toggles so that should be the only thing disabled?
therse???
there??
you did not specify where should i go
plus
why should i disable that on
shooting 2
dude use common sense
if its enabled then the animation literally does nothing since its already enabled
and I said disable those 2 things so the animation can enable them
the othert guns
are enabled on the shooting animation
but on shoot off
the single shot
is disabled
the reason there is no audio is because my reason is that i cant access the unity project even tho i have the vrc 3.7.1
what is it that you're trying to do exactly?
im trying to open up the unity project
that looks like you're trying to import a unity package?
yes thats im trying to do but in the video you see me clicking on unity and trying to open it up and I can not do that
so I don't use Windows but aren't you already in Unity, and so by clicking on that it's just showing you the already-open window?
well now the gun and the equipping animation plays but when i press the gun shooting button nothing plays not the sound nor nothing
well il found a solution another time
i dont think theres much anymore to fix...
anyways
il just stay i guess with a gun that wont shoot
ig
the window that you see to unity is opened yes but if i try to click on it like (clicking on any app to open) it will not open
when I import models into unity
they look crap
is thgis bc of shaders?
that depends on what you mean by "crap" and if its a pre-made model or just a fbx
fbx
in blender it looks as it's supposed to look
@somber sequoia I can send you a video if you like to see what Iam talking about?
I'm still not a Windows user so probably not of much use here
Alright thank you
shading and such doesnt save when bringing it to unity
but even wiht poiyomi toon it looks crap
im not sure what you mean when you're saying its "crap" but you'll just have to mess with the shader properties a bit more to get it more accurate (or use a diff shader entirely)
if you sent pics of what it looked like in blender and what it looks like in unity someone could likely help you get to a visual you're aiming for
so i just got this error when uploading to quest
anyone know any ways to decrease the download size by ... 12 mb without ruining my textures?
have fewer textures? ๐
i need all of them though
well i do have 16 knife textures but like
customisation :3
I'm happy you've used a blend tree though ๐
uncompressed size is 75mb btw
i dont wanna spend 2 hours setting up transitions for 32 animations ... fuck that
so what is vrcf mobile sync and why does it keep telling me to upload to desktop?
some clothing pieces for example, the Sleeve and Thigh highs- move weirdly off the body.
When the hip bone is rotated, the body follows but those items do not. They should be weight painted properly- is there something else I'm missing?
update : FIxed!
hey, im tryna figure out why an avi i imported to blender and exported suddenly gained a ton of polys to the head and body mesh
How do I make a part of a texture transparent on an avatar? I have the image imported as this:
Set the material property to Cutout when the texture is used in a material
Looking in my material right now, where do I set that?
Or, do I have to frankenstein the Toon Lit and Transparent Cutout shaders together?
vrchat shaders dont support transparency
I fixed the armature going to try to fix it tomorrow after 4 hours gave up lol
particle additive does
good option for questy transparency
fake transparency yes
not great for cutout
its fake???
is there a way to check download and uncompressed size without having to try to upload every time?
not really since it needs to be built in order to see it
I'm curious, is it possible to edit the look of the vrc camera? Like, I have a Destiny Ghost asset that I would LOVE to have automatically surround the camera when it's in Fly mode. Or at least a toggle to do that.
no
you can take over the camera using an overlay shader (pc only) but you cant change the model of it
So theoretically can the overlay shader look like anything? Such as the Ghost model?
thats not what an overlay shader is?
there is no model
overlays are your hud
you can make a flying drone with a camera on it though
then use an overlay that takes over the camera's view
Ah ok. Ty
ive removed some textures from my model but my download size isnt going down anyone know why?
did you actually remove them
did you upload again
yeah i removed the animations that changed the textures to them and i uploaded again
i even removed a mesh
Hello! I have my avatar in blender looking just fine, the uv looks good as well, but when I put the material on it in unity it appears distorted, it is good to note that the body material almost appeared to be on the face upon import but is not on the head in blender, nor is the face material on the body, just a bit odd haha
you could try pinning the UV before exporting or checking if you've possibly got multiple UV maps on the mesh
For some reason the UV map appears misaligned on the texture? but it looks fine on the head itself?
I tried to reallign it and it was looking funky
and also pinning the UV? :0
Can i ask how to do that?
This is when I am looking under the UVEditing tab
ah its not missaligned the texture is just not made for that UV
or you've edited the texture's size maybe?
how do i make my own walk animations?
Does anyone know how to fix a situation where the avatar seems to be leaning back a bit in VR?
How come a lot of avatars I see have no controller specified? That's where I used to go to add toggles on my avatar, but other avatars I see don't have anything there. Where is the controller with all the clothing toggles?
P.S. There's no VRCFury on these avatars either.
FX layer is for making the toggles and expression menu is for making them usuable via your menu ingame
no thisone
Or just the feet in general are more forward than they should be
Thank you!!!
Animate it
an emission or decal with a scrolling effect on it (can be done in poiyomi iirc)
though not sure if you can get it exactly like that possibly just similar
it shouold be on the eyes too but it isnt so i wanna see how it was done
i have this avi
i found it
by playing around in the shader options looking for changes
Hey so I uploaded an avatar over a year agi and no longer have access to the files. It is PC only but I want to be able to use it on quest. Can someone please help me?
if it was a purchased model then you can likely go to the download page and grab it otherwise you're SOL other then re-making it again
yeaj
anyone know what am I doing wrong? :c the string wont move
you have to do weightpaint to move meshes.
which vertex group do I select?
you should watch basic tutorials about weight painting
ah okay ty
anyone know how to add gogoloco to a modular model?
Hello, my avatar fingers close without any imputs
And open when any Button is pressed
no i just imported it, dragged it onto the avatar, then deleted it from the heirarchy after it seems to be messing with the idle animation of the avatar thing in gesture manager
i got the new gogoloco and i saw it has a prefab labelled for modular avatars
so i assumed it's like vrcfury where u just drag and drop
How do i remove weight paint
Weight is set to 0.00 so it should remove stuff but it doesn't do anything
It might still a bit more than 0.00, or it's painted to another vertex group.
Strength should be at 1 as well
i can't seem to fix it
if i remove weight paint on both legs they either become worse or just won't detach
they don't??? i've seen poiyomi do it, should i just swap to that?
poiyomi is a different shader from vrc shader.
ah, so for my purpose i should just swap to it? i assume i can eventually just get something similar to toon shader working in poiyomi
Yes. Unless you're building quest avatar which shader choice only is limited to vrc shaders.
dangit-
well, guess i have to choose quest compat (meaning i have to find a different method AGAIN) or being able to stop dealing with this issue
Can someone please help Ive been stuck on this for weeks ๐ญ
Do you use custom gesture layer?
No, no animations or gestures at all
Can you screenshot the playable layers assignment to confirm?
Then check rigging configuration and see how the finger are doing.
here?
your missing some finger bones, drag the correct ones into their slot from the heirarchy (or if you click the little circle you can find it via name aswell)
the model only has 3 fingers on each hand
the problem is that they close with no command
How is it look like in the rig scene?
How are the fingers actually look like it game?
Do you mean making open hand gesture as no input?
When I press a button on the controller, it opens the hand when I donโt press anything it will do that
this
When you pressed or touched button, the game will determine input as a certain gesture even there is no any input, and the gesture will determine which hand animation will be played. You might have to check for finger bone rolls in blender and get them zero roll.
okay going from blender to unity it does this and i don't know why blender is perfectly fine
If you unpacked the model in unity scene and update fbx file, it tends to break like this.
wdym?
where do i check bone roll in blender?
nevermind I figured out what you mean
is there a way to fix it so I don't have to redo all the systems
Select a bone from edit mode, and check in the side menu (open with N key).
No. Do not unpack it to begin with.
thing is I never unpacked it
ok thank you!
but it's fine I'll just redo the systems 
It has to be fbx prefab, or prefab variant from fbx prefab. If it's original prefab then it essentially acts the same as unpacked.
got it
How do i export to fbx
it doesn't work for me
if i try to export this happends
someone said has to do with UV unwrapping or smthin
so my avatar is supposed to be floating by default, and there's a toggle for an afk animation where he reaches up at a cloud to sleep on it, and a toggle for having the arms up while idle on desktop. all seems to be working fine until i try to add gogoloco. he stops floating but the wings still move, cloud still shows up above him but he isnt moving to reach up and grab it, and the toggle for having hands up doesnt work either. anyone know what to do? thank you in advance!
It looks like youre using an addon to export as fbx but blender has this built in
exactly what did you do here?
Export FBX
file -> export -> fbx ?
could be how do i turn it off
Mhm
can someone help me? ive been trying to upload maries quest version and first it said the download size was too large so i removed some stuff and now its saying this i followed the instructions on the payhip but im still getting errors
still have to remove some stuff or decrease texture or mesh size
well it at least tells you which object is the issue, it's Plane.001
ohhhh
how do i decrease the texture and mesh size? sorry im very new to uploading and all so idk what im doing tbh
i can't really delete it
if i do the mesh breaks
oh I didn't suggest deleting it, just possibly fixing the UV map on that object. No, I have no idea how since I don't know what's broken.
though I wonder if opening it in a newer Blender fixes it, since we've got 4.2 now
So this means the solver can't figure out how to sanely unwrap your object, you'd need to add some seams where you want the islands to be
#1138520828556890214 probably
dunno what you mean by that but how exactly do i add some seams?
right click an edge in mesh edit mode, "add seam"
If this isn't clear probably find a tutorial on UV unwrapping, the visuals will make this much easier
you mean mark seam?
yeah, I don't have blender open
ok
bump!
okay i added seams but the export thingy ain't workin
yk what i'll just ''save as'' and drag and drop the blender file into unity
since that has worked for ages now
Blend file version 4 and up can't be read by unity.
That technically uses Blender to export an FBX behind the scenes, so it'd probably still be an issue.
ooh, which part?
?
you mean with using the .blend in unity?
yah
ah yeah
i give up
i swear people are really weird i question why they don't do certain things
That error is uncommon so less people actually has knowledge of it.
ok
I suppose this is not normal? The middle part stretching out like this. The leggings are from 2022, or earlier, imported as a separate asset.
seems like IRL pants like that would work, no?
Oh... that remind me, I haven't splitted, perhaps then? :D