#avatar-help

1 messages ยท Page 11 of 1

spark walrus
#

it is stand up but wiht crouich animation

#

that's what im telling u

somber sequoia
#

still not happening here

ornate stump
spark walrus
#

it malfunctions bc it's supposed to be 1

#

not 0

somber sequoia
#

I'm giving up, you just aren't listening.

ornate stump
spark walrus
#

NO

#

of course not

#

1 means standing

ornate stump
# spark walrus NO

If animation doesn't change then your animator controller is having a problem.

spark walrus
#

it crouches when i set it to 0

#

bc itis wrong

#

i dont think so

#

i think it works correct

ornate stump
spark walrus
#

when u set it to the wrong number

#

ofc it will show something different

ornate stump
#

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?

spark walrus
#

this is the default controller

#

from vrchat AV3 demo assets

#

it's 1

#

not 0

somber sequoia
#

so?

spark walrus
#

if u set it to something else u break it

#

1 means upright

#

0 crouch

somber sequoia
#

it's 0 by default in gogo loco's base controller

spark walrus
#

u guys can ask developers why they set it to 1

ornate stump
spark walrus
#

my avi has no problem

#

like i said, if i use 1 in parameter

ornate stump
subtle sigil
#

Hello, my avatar fingers close when im not pressing any buttons

spark walrus
#

setting it to 0 is like telling unity to use crouch animation at start

#

my avi changes animations

ornate stump
spark walrus
#

i was talking about hte start animation

#

it changes when it's suipposed to

ornate stump
spark walrus
#

dont know what u mean

#

put random numbers in here pls

#

see what happens

ornate stump
spark walrus
#

i use blend tree

ornate stump
spark walrus
#

i used a new state

#

with transitions back and forth

ornate stump
spark walrus
#

lol

#

u guys were wrong

#

pls

#

just admit

#

why do i have to repeat myself

#

i said avi works fine

ornate stump
spark walrus
#

yes changes stands just fine

#

all anims working

#

u have to set the parameters correctly

ornate stump
somber sequoia
#

none of this proves anything when the rest of us can't reproduce your results.

spark walrus
#

do not set upright to 0

#

lol

spark walrus
#

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

somber sequoia
#

and mine work fine regardless of what I set it to, and do not crouch when that is set to 0

spark walrus
#

u both refused to accept this truth

junior void
#

i refuse as well

spark walrus
#

@somber sequoia then the file u change isnt the right one

#

it cannot work

somber sequoia
#

right, you immediately assume I am wrong, that's cool

spark walrus
#

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

somber sequoia
#

except if it's a read-only property, it does not matter what you set it to.

spark walrus
#

read means take info

ornate stump
spark walrus
#

not change

#

so it reads 'crouch anim' if set to 0

somber sequoia
#

Yes, the various states in the animation controller read this value

spark walrus
#

yes

#

read means get

#

it reads ur characvter is crouched at start or in standing mode

#

depending if on the value

somber sequoia
#

sighs

spark walrus
#

that's what read means

ornate stump
spark walrus
#

no

#

1 is max

ornate stump
spark walrus
#

u havent trioed yet

#

Renfrew\

#

why dont u?

ornate stump
spark walrus
#

dont u want to know what it wil do?

ornate stump
spark walrus
#

why dont u try 100?

#

in parameter?

junior void
#

why dont yall just drop it

ornate stump
spark walrus
#

u know what ur saying now is silly right>?

junior void
#

its really getting old

spark walrus
#

if 1 is max for upright

#

he is literally asking me to put it higher than 1

ornate stump
spark walrus
#

why dont u try then?

ornate stump
spark walrus
#

whjy dont u try 100?

ornate stump
spark walrus
#

u wanted to know it

#

why dont u try/

ornate stump
spark walrus
#

try it

#

and record it

#

@ornate stump

ornate stump
spark walrus
#

now

ornate stump
spark walrus
#

the sooner the better

ornate stump
spark walrus
#

u wanted to know what happens

#

it's ur turn

#

r u lost for words?

ornate stump
spark walrus
#

i thiunk ur scared

#

set value to 0 as well, while ur at it

hardy light
#

I'm trying to attach armature to my rig the usual way but it won't attach this time

ornate stump
spark walrus
#

ur scaread

#

?

hardy light
stark lava
#

what version of blender should i use for vrchat?

somber sequoia
somber sequoia
spark walrus
#

reading has nothing to do with the issue at all

#

idk why this was even mentioned

somber sequoia
#

(assuming that's the correct armature)

hardy light
#

Yes

#

How can i check if it's the correct armature?

somber sequoia
#

do you have more than one or something?

hardy light
#

Only 1

somber sequoia
hardy light
#

ffffff

#

i clicked smth and all my apps closed

#

ok nvm it back noww

ornate stump
hardy light
#

how do i connect it

somber sequoia
hardy light
#

attach armature to model

somber sequoia
#

you did that part already, that's what the armature modifier on the mesh object is for

spark walrus
#

record it

#

this doesnt prove anything

#

need to see ingame footage

#

record in unity and vrchat , no cuts

#

prove it is the right file

ornate stump
spark walrus
#

connected to ur avatar

somber sequoia
spark walrus
#

0 sets ur avi to crocuh

#

crouch

#

it reads crouching

somber sequoia
#

It still doesn't here, no matter how many times you insist

subtle sigil
#

Hello, my avatar fingers close when im not pressing any buttons

ornate stump
# spark walrus 0 sets ur avi to crocuh

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.

spark walrus
#

@somber sequoia

#

ur not testing it

#

right

#

upload video

#

show proof

somber sequoia
#

I don't need to test anything, I already know exactly what behavior happens here, and that it matches what the documentation says.

spark walrus
#

it doenst match any documentation

somber sequoia
#

I'm not going to entertain your childish instistence

spark walrus
#

u havent tested

#

anything

#

ive tested

#

enough

#

times

#

u didnt test

#

anything

#

or did it wrong

somber sequoia
#

I literally said I tested two avatars and my experience does not match yours, but does align with the documentation

spark walrus
#

show proof

somber sequoia
#

I don't need to do anymore than this

#

why would I lie? I'm trying to help educate others here.

spark walrus
#

wait

somber sequoia
spark walrus
#

u avoiding proof:?

somber sequoia
#

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?

spark walrus
#

I just showed u what setting upright to 0 does

somber sequoia
# spark walrus u avoiding proof:?

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.

spark walrus
#

that's strange

hardy light
spark walrus
#

bc cannot worknow

somber sequoia
spark walrus
#

annyways we can talk about something different

somber sequoia
hardy light
#

and i deleted that armature

somber sequoia
#

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

hardy light
#

now when i'm in vertex group it says i'm weight painting the old armature that came with the mesh

hardy light
#

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

somber sequoia
#

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

hardy light
#

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

somber sequoia
#

that might take a bunch of work doing bone merges, yeah

hardy light
#

any model with IK so far has not worked

#

i can't port it

#

just would not let me

subtle sigil
#

Hello, my avatar fingers close when im not pressing any buttons

rancid zealot
#

How do I update my avatar using the avatar ID?

somber sequoia
#

upload an avatar using an existing blueprint ID, that's an update

rancid zealot
#

how do I do that?

somber sequoia
#

set the blueprint Id you want in the "pipeline" component, it's on the avatar root near the Avatar Descriptor

rancid zealot
#

Youre gonna hate me

#

...

#

Where are those?

somber sequoia
#

watch basic tutorials

rancid zealot
#

Got it

somber sequoia
#

but if you click the root object, in the hierarchy, then in the inspector you should see an avatar descriptor and this pipeline component

spark walrus
#

any idea why it does this?>

#

something happens to the texture

rancid zealot
icy iron
#

I'm confused...

somber sequoia
icy iron
somber sequoia
#

ok but I don't see foot bones in the hierarchy, where are they?

#

oh I guess that's ankle here?

icy iron
#

Yeah, they're called ankle

#

I've used this base on a few other avatars and never experienced this problem before.

rancid zealot
#

@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?

junior void
#

Sounds like vertex painting

rancid zealot
#

I got rid of it earlier and it didnt help

#

Jacket is toon shader, shorts are light mapped shader

#

Theyre both the same texture

junior void
#

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

rancid zealot
#

just gonna remove it on the main model, not like im ever gonna use it

#

Worst case scenario, im spamming Ctrl + Z

icy iron
#

Am I missing something here?

rancid zealot
#

Deleted the outlines by hand

timber wharf
#

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.

rancid zealot
#

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

junior void
#

ยฏ_(ใƒ„)_/ยฏ

rancid zealot
#

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

timber wharf
rancid zealot
#

My apologies but I am dead tired and kinda dumb, how do I check with the shader?

timber wharf
#

you drag shader somewhere in assets, you select custom/vertex as shader for material

rancid zealot
#

Would that work for the android build?

timber wharf
#

should end up white or black if theres really no vertex colors

rancid zealot
#

got it, ill do that now

somber sequoia
rancid zealot
#

Ah, sorry

rancid zealot
timber wharf
#

so it is vertex colors

#

๐Ÿคทโ€โ™‚๏ธ

rancid zealot
#

yeah, ill go into blender and scream as I navigate it, will most likely be back in half an hour

timber wharf
#

just go to vertex section, properties, color, delete

#

in blender ye

rancid zealot
#

qq

#

can I keep unity open for this?

timber wharf
#

tho vrc quest tools can do it for you in unity but im not sure if its up to date

rancid zealot
#

I tried it like 15 mins ago, ill try again rq

timber wharf
#

uh sure but id recommend making backup fisrt if youre not used to overwriting fbxs, things could go wrong.

rancid zealot
rancid zealot
#

Slight issue, I can no longer find Vertex in blender

#

im gonna try sum rq

#

yeah, cant find vertex

#

slight issue

somber sequoia
rancid zealot
#

So I open blender, go to the fbx page in the blender file explorer, and the fbx isnt there

rancid zealot
somber sequoia
#

then there aren't any for that mesh object

rancid zealot
#

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?

somber sequoia
#

why would you do that?

rancid zealot
#

Idk, im grabbing at straws here

junior void
#

I doubt the jacket is part of the body mesh

rancid zealot
#

Thats just an example, I went down the list and checked everything, its not there for any of them

spark walrus
#

Thank you

fallow gulch
subtle sigil
#

my avatar fingers close without any imput

#

and open once i press a button

gloomy pier
#

ik this isnt a world channel but i couldnt find one

#

how do i fix this issue?

copper carbon
#

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?

severe galleon
#

uhhh i need help with something ๐Ÿ’€

#

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 ๐Ÿ’€

#

and i didn't try animate before ๐Ÿ’€

true oracle
#

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 vrcBotThink

flat fulcrum
#

troubleshooting steps for if an avatar is stuck on "building" in unity?

true oracle
steady summit
#

Any idea why the wings import like this into Unity? In blender they look perfectly fine

buoyant zodiac
#

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

junior void
robust vapor
#

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

junior void
#

Are your parameters the same when in play mode?

strong rock
#

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

stable igloo
#

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)

junior void
strong rock
junior void
#

Lets see your avatar descriptor then

strong rock
#

kk ill get that

steady summit
junior void
junior void
#

If it is faces being the wrong direction, youd have to flip them/recalculate outside

strong rock
#

heres my animator where would i see fbx errors

junior void
#

Click your fbx in your assets (not scene)

strong rock
junior void
# strong rock no errors here

That is very odd. Usually when an avatar does not play humanoid animations, its either not set humanoid or it has fbx import warnings

strong rock
#

thanks for trying

arctic ginkgo
strong rock
arctic ginkgo
arctic ginkgo
# strong rock

okay try moving the bones in the scene and see if they move the body

junior void
#

Good idea

arctic ginkgo
#

i mean by all accounts the rig should be animated correctly, so the issue may be with the mesh

strong rock
#

like this?

junior void
#

I guess we have our answer

winter edge
#

How can I close my avatar's hand temporarily in unity so I can position my knife correctly when hand is in fist

strong rock
arctic ginkgo
junior void
#

Have you not weight painted it?

strong rock
#

no i didnt know that part

#

thats embarcing

junior void
#

With such a simple mesh, parenting the armature with automatic weights should give you a decent base paint

strong rock
#

ok thank u! ill try that

cursive laurel
#

Keep getting stuck on this, any ideas? -

#

It wont upload and get stuck

strong rock
severe galleon
#

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

plucky mantle
elder ginkgo
#

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.

strong rock
#

@junior void its not perfect but it works :D

lethal sluice
#

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

frosty flax
#

Is anyone able to fix something for me on a model I donโ€™t 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 DMโ€™s btw

rare jacinth
#

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?

somber sequoia
frosty flax
#

Please anyone?

somber sequoia
frosty flax
#

Oh

ocean vault
#

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

somber sequoia
#

I do that with contacts instead of a physbone, but you certainly could use a physbone.

ocean vault
#

what is a contacts? im just looking for a solution lol

somber sequoia
#

there are a lot of tutorials for this

#

Contact sender/receiver

ocean vault
#

can you share me some?

somber sequoia
#

literally web search for "VRChat grabbable props" shows a bunch of decent results

ocean vault
#

okay i will try that

somber sequoia
#

I don't have like, a go-to, but the first few videos in the search results look familiar

ocean vault
#

is it simple to implement?

somber sequoia
#

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)

ocean vault
#

okay thank you, i have never heard of a contact receiver before but hopefully i can watch these vids and figure it out

somber sequoia
ocean vault
#

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

somber sequoia
#

no you move the sword

#

oh toggle - nah, you can keep those, sometimes you may want to use the toggle instead

ocean vault
#

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?

somber sequoia
#

sure, just use a toggle animation to disable the game object the contacts are on

ocean vault
#

so i will use a toggle animation to disable the prop and contacts

somber sequoia
#

sure

ocean vault
#

ok

storm elbow
#

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

somber sequoia
ocean vault
#

im not sure witch would be better

#

im thinking chest but im not sure

somber sequoia
#

honestly, wherever it works better for you. I think I did chest.

ocean vault
#

ok il do chest

#

if it doesnt work il just load save and do shoulder

#

going smoothly

spark walrus
#

can anyone help me

#

with setting up a usable gun

#

i literally dont understand whats wrong!

somber sequoia
#

is there audio? because I don't see what you're doing here

subtle sigil
#

my avatar fingers close with no imput

spark walrus
#

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

night ember
#

Well dont have the particle enabled

somber sequoia
spark walrus
#

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

somber sequoia
#

ok so none of that conflicts with what Diven and I just said

night ember
#

Are you doing the correct gesture

spark walrus
#

As far as tutorials online NO one literally shows how to make your gun shootbale

#

Able*

somber sequoia
#

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.

spark walrus
#

Thing is my gun has no anim for the trigger

#

Like it's one mesh only

night ember
#

"Shootable" is just a particle that has a gesture animation that enables the object for the particle itself

somber sequoia
#

so? you can make one

#

I have a gun in unity right now that's also just one mesh.

spark walrus
night ember
#

I have several guns that are only one mesh

spark walrus
#

If the trigger is connected to the main mesh

somber sequoia
#

what?

spark walrus
#

It's not possible to move it

night ember
#

What are you on about

somber sequoia
#

incorrect - blendshapes and armatures are ways to do this

spark walrus
#

But that's blender

somber sequoia
#

?

night ember
#

The trigger moving isnt required in the slightest to make it shoot

somber sequoia
#

can even do a moving slide, still one mesh object ๐Ÿ™‚

spark walrus
#

Like

#

Button*

#

Not because sorry

#

Shitty autocorrect

somber sequoia
#

if [whatever shoot action you want] happens; then play shooting animation

night ember
#

literally just make whatever animation that moves the trigger also enable the particle

somber sequoia
#

yep, that

spark walrus
somber sequoia
#

heh, other "c-words"

spark walrus
#

since im too dumb apparentely to understand any of that now, i will go step by step, this is my root of the gun

somber sequoia
#

I'm sure it's a rooster. ANYWAY

spark walrus
#

i wanna attach

#

with all its subfolders

night ember
#

thats not subfolders?

spark walrus
#

idk what to call em

night ember
#

thats just the hierarchy

spark walrus
#

still thats its structure

night ember
#

how are you toggling anything with the gun

somber sequoia
#

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

night ember
#

you need to make toggles

spark walrus
#

i have only one toggle

#

from where you grab the gun

#

and then make it disappear

#

that work

#

but

somber sequoia
#

so make another for the shooting

night ember
#

then make another toggle that shoots it?

ocean vault
spark walrus
#

wait

somber sequoia
spark walrus
#

the gun is also placed in the same fx controller as 2 other guns

night ember
spark walrus
#

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

ocean vault
spark walrus
#

on the shooting anim

#

and shoot off anim

night ember
#

what

somber sequoia
ocean vault
#

will it work with this?

#

or do i need another method

somber sequoia
#

I again refer you to tutorials on how to make toggles

ocean vault
#

no, i know how to make a toggle i just dont know if i need a special one for this.

#

like will it break

spark walrus
night ember
spark walrus
#

so thats the shoot 2 ani,m

#

which controls the other guns

somber sequoia
spark walrus
#

i tried to copy the same structures as the other guns

#

for mines

ocean vault
#

or will their be an issue

spark walrus
somber sequoia
#

I have no idea how your project is setup, but again, you can make a toggle turn on/off whatever you want

spark walrus
#

they use an animation

ocean vault
#

yeah

somber sequoia
# spark walrus

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

night ember
spark walrus
somber sequoia
#

and I have no idea what that "shoot 2" image is indicating

ocean vault
#

so will the animation toggle work?

spark walrus
#

shooting 2 is just the shooting anim for the 2 other guns

#

which i added to the fx controller

night ember
spark walrus
#

is there a way to launch a new preoject with all plug ins u want injected?

spark walrus
#

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?

somber sequoia
#

we have no idea whats in them so there's no way we could say yes or no from here

night ember
#

๐Ÿคทโ€โ™‚๏ธ

#

we literally have no idea how any of that is set up in the slightest

spark walrus
somber sequoia
#

it's not like there's only one way to setup a gun prop - you can do this in many many ways

spark walrus
#

so this is roughly what the setup for the stock shooting fx graph is

night ember
#

that still doesnt tell us anything

ocean vault
#

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?

spark walrus
#

to be exact?

night ember
#

transitions

somber sequoia
spark walrus
spark walrus
ocean vault
spark walrus
#

hi

ocean vault
#

besides the avatar nvm parent

somber sequoia
#

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.

night ember
# spark walrus this?

all you do is the fist gesture and it transitions to shoot 1
then point and it switches back to shoot off

spark walrus
#

hi @somber sequoia

spark walrus
somber sequoia
somber sequoia
#

why you ping me

ocean vault
spark walrus
#

just wanted to say hi

somber sequoia
#

please don't ping me for random BS.

night ember
spark walrus
#

wont ping u next time then

#

will just say hi kazin

somber sequoia
#

whatever

night ember
#

there is no "did I press trigger" on avatars

spark walrus
#

got it

#

but here comes the interesting part

#

in the "shoot 1" block

night ember
spark walrus
#

theres the anim "shoot 2"

ocean vault
spark walrus
#

which shoot 2

somber sequoia
spark walrus
#

i added all the new guns meshes

#

in the order of the other ones

ocean vault
spark walrus
#

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

somber sequoia
#

sorry, I'm really not sure I'm following along because it sounds exceptionally over-complicated

spark walrus
#

like the other guns shoot and mines just refuses

somber sequoia
#

I'm not sure what you mean about placing mesh

spark walrus
#

it has ruger and carabine

#

as skinned meshes

#

basically the anim connects to the mesh

#

that needs to be applied to

night ember
#

you toggle the particle system not the gun's mesh

spark walrus
#

but the guns mesh was required to be put inside the shooting anim 2 if not the gun wont be recognized by the game

somber sequoia
#

... what?

spark walrus
#

again like the other 2

spark walrus
somber sequoia
#

1 toggle to enable/disable gun. 2nd toggle: if gun is enabled and gesture is made: fire gun

#

that's all

spark walrus
#

do you not see that ruger and carabines meshes

#

are BOTH

#

set as propeties

somber sequoia
#

I don't know whatever else that list is

spark walrus
#

in shoot 2

night ember
#

my guy

spark walrus
#

the rod low is just the new gun

night ember
#

an animation literally just toggles shit

spark walrus
#

i had to add it at mesh renderer

night ember
#

no you dont?

spark walrus
#

yes i did

night ember
#

no?

spark walrus
#

why the other guns were there then huh?

#

inside shoot 1

night ember
#

because of how they are toggled?

spark walrus
#

were put there "casually"?

night ember
#

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

spark walrus
#

so that wont count

somber sequoia
#

I'm guessing this is some pack of multiple guns, and they made these overly complicated animations rather than one set per gun

spark walrus
#

is 2 guns

#

only

#

one shoots auto

night ember
spark walrus
#

and one single

somber sequoia
#

if you're adding a third I'd not touch any of this stuff at all, and do it entirely separate

night ember
#

all you do to make the gun shoot is enable the particle system and audio

spark walrus
#

my goal was copying the single ones structure and adding it to the new one

#

which was the pistols one

gloomy pier
#

how do i fix this issue?

night ember
#

thats it

spark walrus
night ember
#

what are you talking about

#

you can literally just add onto the animation that is already there

spark walrus
#

inside fx

#

right

night ember
#

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

somber sequoia
#

one of mine - there's a toggle for "enable gun" and then a gesture for fire

gloomy pier
somber sequoia
#

basically sets one int variable to the numbers which are the prefixes of the state names

night ember
#

personally Id use anystate to make sure it cant desync for remote users

spark walrus
#

in my root the guns work like this

night ember
somber sequoia
#

this is also WD off

night ember
spark walrus
night ember
spark walrus
night ember
#

no?

spark walrus
#

yup because your not specifying if i should add a new rectangle on the shooting layer

night ember
#

I keep saying the animation

spark walrus
#

i dont understand IF youre talking about the anim file itself or the controller where tf should i edit

night ember
#

I keep saying literally the animation

spark walrus
#

so in the *ALREADY existing animation "shoot 2" i need to add the revolver as mesh in it?

night ember
#

no

spark walrus
#

then WHAT

night ember
#

not the mesh

spark walrus
#

what then

night ember
#

the

particle

spark walrus
#

only?

night ember
#

and audio if its not a child of the particle

spark walrus
#

so this 2 files only

#

here

#

@night ember right?..

night ember
#

๐Ÿคทโ€โ™‚๏ธ

#

if thats the particle system and audio then sure

spark walrus
#

so thats what was inside the "gunshot" hirecy

night ember
#

then sure?

spark walrus
#

Which by the way uses the same exact structure as the other pistol that works

night ember
#

๐Ÿคทโ€โ™‚๏ธ

spark walrus
#

what about the TOGGLE now..

night ember
#

what about it

spark walrus
#

how do i make sure the game recognize the toggle

#

when i do the gesture

night ember
#

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

spark walrus
#

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

night ember
#

no

spark walrus
#

okay now il see what happens on vrc i guess..

#

if i press right shift f1

#

should play the animation

spark walrus
# night ember no

the particles play automatically when i spawn the gun from the gun menu...

#

thats the main proble,m

somber sequoia
#

make sure the particle system is disabled by default

night ember
#

dont have the particles enabled when you enable the gun then

#

the whole point of the shooting animation is to enable the particle

spark walrus
#

yes

#

but how do i make them not enabled

#

thats the 10000 dollar quesiton

#

i have no idea how

#

on this new gun

night ember
#

just disable the particle system?

spark walrus
#

from the hirecy?

night ember
#

yes?

#

literally what you did to animation but disabling it instead

spark walrus
#

so it should be like this right

#

with all the hirecy hidden

spark walrus
night ember
#

๐Ÿคทโ€โ™‚๏ธ

spark walrus
night ember
#

is rod_low what you toggle in the animation or what

spark walrus
night ember
#

is gun shoot disabled as well or did you only disable rod_low

spark walrus
#

the sound on rodlow is not the gun shooting but the gun enabling sound

night ember
#

thats not what I asked

spark walrus
#

when i disable EVERYTHING

#

the gun just doesnt spawn

#

ingame

#

even if i click the button on the controller..

night ember
#

well thats what happens when you disable everything instead of just the particle system that the animation is supposed to toggle on

spark walrus
#

2

#

how to not have my unity plug ins to reimport for every new project?

spark walrus
#

ok so

#

now i have now EVERYTHING but rod low

#

disabled

night ember
#

just disable gun shoot and leave everything else enabled

#

your animation enables those so those should be disabled

spark walrus
#

-_-

spark walrus
#

those are just the particles

#

on the shoot 2 anim

night ember
spark walrus
#

?

night ember
#

because its what the animation toggles so that should be the only thing disabled?

spark walrus
#

there??

#

you did not specify where should i go

#

plus

#

why should i disable that on

#

shooting 2

night ember
#

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

spark walrus
#

the othert guns

#

are enabled on the shooting animation

#

but on shoot off

#

the single shot

#

is disabled

spark walrus
somber sequoia
#

what is it that you're trying to do exactly?

spark walrus
#

im trying to open up the unity project

somber sequoia
#

that looks like you're trying to import a unity package?

spark walrus
#

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

somber sequoia
spark walrus
#

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

spark walrus
#

when I import models into unity

#

they look crap

#

is thgis bc of shaders?

left gull
#

that depends on what you mean by "crap" and if its a pre-made model or just a fbx

spark walrus
#

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?

somber sequoia
spark walrus
#

Alright thank you

left gull
spark walrus
#

but even wiht poiyomi toon it looks crap

left gull
#

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

copper carbon
#

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?

somber sequoia
#

have fewer textures? ๐Ÿ™‚

copper carbon
#

i need all of them though

#

well i do have 16 knife textures but like
customisation :3

somber sequoia
#

you'll probably have to make some compromises

#

...

copper carbon
#

XD

#

this blend tree might say something about what i should remove XD

somber sequoia
#

I'm happy you've used a blend tree though ๐Ÿ™‚

copper carbon
#

uncompressed size is 75mb btw

copper carbon
#

so what is vrcf mobile sync and why does it keep telling me to upload to desktop?

agile reef
#

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!

split crown
#

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

static cipher
#

How do I make a part of a texture transparent on an avatar? I have the image imported as this:

agile reef
static cipher
#

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?

night ember
elder ginkgo
copper carbon
night ember
#

not great for cutout

copper carbon
#

its fake???

#

is there a way to check download and uncompressed size without having to try to upload every time?

night ember
#

not really since it needs to be built in order to see it

native urchin
#

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.

night ember
#

no

#

you can take over the camera using an overlay shader (pc only) but you cant change the model of it

native urchin
#

So theoretically can the overlay shader look like anything? Such as the Ghost model?

night ember
#

there is no model

#

overlays are your hud

native urchin
#

Ohhh

#

Idk anything about avatar creation. That's why I ask

somber sequoia
#

you can make a flying drone with a camera on it though

night ember
#

then use an overlay that takes over the camera's view

native urchin
#

Ah ok. Ty

copper carbon
#

ive removed some textures from my model but my download size isnt going down anyone know why?

night ember
#

did you actually remove them
did you upload again

copper carbon
#

yeah i removed the animations that changed the textures to them and i uploaded again

#

i even removed a mesh

proper depot
#

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

left gull
#

you could try pinning the UV before exporting or checking if you've possibly got multiple UV maps on the mesh

proper depot
#

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

left gull
#

ah its not missaligned the texture is just not made for that UV

#

or you've edited the texture's size maybe?

proper depot
#

I am so dumb lmaoooo

#

I used to wrong texture

#

smh omfg

#

tysm so all of ur help!!

left gull
#

๐Ÿ˜‚

#

glad to help

spark walrus
#

how do i make my own walk animations?

dry briar
#

Does anyone know how to fix a situation where the avatar seems to be leaning back a bit in VR?

spiral trail
#

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.

left gull
#

FX layer is for making the toggles and expression menu is for making them usuable via your menu ingame

spark walrus
#

no thisone

dry briar
unreal pasture
spark walrus
#

how's this achieved

#

this effect

left gull
#

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

spark walrus
#

it shouold be on the eyes too but it isnt so i wanna see how it was done

#

i have this avi

spark walrus
#

by playing around in the shader options looking for changes

mortal spindle
#

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?

left gull
elder ginkgo
left wharf
#

you have to do weightpaint to move meshes.

elder ginkgo
junior void
#

you should watch basic tutorials about weight painting

elder ginkgo
#

ah okay ty

fallow fiber
#

anyone know how to add gogoloco to a modular model?

subtle sigil
#

Hello, my avatar fingers close without any imputs

#

And open when any Button is pressed

fallow fiber
#

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

hardy light
#

How do i remove weight paint

#

Weight is set to 0.00 so it should remove stuff but it doesn't do anything

ornate stump
# hardy light

It might still a bit more than 0.00, or it's painted to another vertex group.

subtle sigil
hardy light
#

i can't seem to fix it

#

if i remove weight paint on both legs they either become worse or just won't detach

static cipher
ornate stump
static cipher
#

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

ornate stump
static cipher
#

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

subtle sigil
#

Can someone please help Ive been stuck on this for weeks ๐Ÿ˜ญ

ornate stump
subtle sigil
#

No, no animations or gestures at all

ornate stump
subtle sigil
#

i only have an eye animation

ornate stump
# subtle sigil

Then check rigging configuration and see how the finger are doing.

subtle sigil
left gull
#

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)

subtle sigil
#

the model only has 3 fingers on each hand

#

the problem is that they close with no command

ornate stump
subtle sigil
ornate stump
subtle sigil
#

no imput = finger close together

ornate stump
subtle sigil
#

When I press a button on the controller, it opens the hand when I donโ€™t press anything it will do that

ornate stump
olive dagger
#

okay going from blender to unity it does this and i don't know why blender is perfectly fine

ornate stump
olive dagger
#

wdym?

subtle sigil
olive dagger
#

is there a way to fix it so I don't have to redo all the systems

ornate stump
ornate stump
olive dagger
#

thing is I never unpacked it

olive dagger
#

but it's fine I'll just redo the systems vrcCrying

ornate stump
olive dagger
#

got it

primal swift
#

i can't get eye look to work on my avatar

#

i'm stumped

hardy light
#

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

fallow fiber
#

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!

junior void
# hardy light

It looks like youre using an addon to export as fbx but blender has this built in

somber sequoia
hardy light
somber sequoia
hardy light
charred lantern
#

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

somber sequoia
somber sequoia
# hardy light

well it at least tells you which object is the issue, it's Plane.001

hardy light
#

ohhhh

charred lantern
#

how do i decrease the texture and mesh size? sorry im very new to uploading and all so idk what im doing tbh

hardy light
#

if i do the mesh breaks

somber sequoia
#

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

hardy light
#

when i UV unwrap this error appears

small nebula
#

Where can I find the vrRat avatar asset :(

#

I need me vr rat

somber sequoia
# hardy light

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

small nebula
#

But I want the asset

#

OH!

#

Nvm

hardy light
#

dunno what you mean by that but how exactly do i add some seams?

somber sequoia
#

If this isn't clear probably find a tutorial on UV unwrapping, the visuals will make this much easier

hardy light
#

you mean mark seam?

somber sequoia
#

yeah, I don't have blender open

hardy light
#

ok

hardy light
#

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

ornate stump
hardy light
#

damnnnn really?

#

lemme test

somber sequoia
hardy light
#

ok

#

yall were right

somber sequoia
#

ooh, which part?

hardy light
#

?

somber sequoia
#

you mean with using the .blend in unity?

hardy light
#

yah

somber sequoia
#

ah yeah

hardy light
#

i give up

#

i swear people are really weird i question why they don't do certain things

ornate stump
hardy light
#

ok

dusk pulsar
#

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.

somber sequoia
#

seems like IRL pants like that would work, no?

dusk pulsar
#

Oh... that remind me, I haven't splitted, perhaps then? :D