#avatar-help

1 messages Β· Page 12 of 1

fallow fiber
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bump..

soft breach
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question!
i believe this is a shader issue, but when further away my avatars hair turns a blonde-ish color. the further away she gets the worse this effect becomes (upclose for ref)
any suggestions?

oblique fable
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so i finished my avatar in blender and i rigged it in unity so i uploaded it, unfortunately my facial piercings and earrings float whenever I move around, How do i fix it? Like everytime i move the piercings lag behind

somber sequoia
oblique fable
soft breach
feral breach
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guys i cant upload an avatar because there is no blueprint ID i guess?

oblique fable
somber sequoia
somber sequoia
sharp nimbus
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not really sure what i fucked up (but ive been attatching all my clothes by just merging armatures, Maya + clothes rigged for maya) and now when I apply my body material in unity there's a mysterious red gloop

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anyone experienced this before?

somber sequoia
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probably overlapping UV islands

sharp nimbus
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hm

junior void
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looks like exploded rim light

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aka scaling is now different = rim stuff is also x100

grand scaffold
dry briar
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Would anyone happen to know why my avatar stands like this? Her feet will just move forward if I stand in place for a tiny bit.

broken bone
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Probably the skeleton isn't straight in the right places if I had to guess, and VRC is "correcting" it

dry briar
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But it only seems to happen in VR. Desktop makes her look fine.

junior void
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I had this same problem. I also had to mess with bone alignment a bit

dry briar
junior void
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Yes

dry briar
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That...sucks...this was a Gumroad model and it doesn't come with a blender file

somber sequoia
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easy enough to just import the FBX

dry briar
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Wouldn't that break the model?

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And also wouldn't that mean the model would have to be re-set up

somber sequoia
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as long as you do it right, it shouldn't break anything

junior void
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Moving ik bones will cause issues

feral breach
junior void
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Youd have to redo the import settings and copy everything else via pumpkins avatar tools

somber sequoia
junior void
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I hadnt

dry briar
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Like what would need to be edited in Blender?

somber sequoia
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though I avoid hanging anything off the armature if I can help it

broken bone
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Yeah I've never had any issues completely changing things and replacing the FBX

junior void
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Try mooving and scaling finger bones

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Youre in for a treat xD

broken bone
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Been there, done that lol

somber sequoia
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been there, done that

dry briar
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Would I have to move her feet, her hips?

junior void
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That depends on how its set up rn

dry briar
somber sequoia
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it's in there, so I assume it's right πŸ™‚

dry briar
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Now what?

junior void
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View the avatar perfectly from the side and enable "in front" rendering in the armatures property settings so we can see your bones properly

junior void
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Yes, thats what its called

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Its under viewport display

dry briar
mystic saddle
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does anyone else had the problem that vrchat removed the quest side of the avatars recently?

junior void
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My guess is that the feet bones being 500 yards in front of your face causes that weird leaning. Personally, i would try different leg poses and just try out what works best

somber sequoia
dry briar
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The leg bones are inside her legs

junior void
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Not what i meant

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Vrchats ik will try to line up your body to proportion of humans

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So stand up rn and have your face lean further back than your feet - tell me that doesnt feel unnatural

dry briar
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Ok but what do you mean about the bones being forward?

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They look under the head to me

junior void
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This is what i mean

dry briar
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So what should I do, line the toes to be more under her head?

junior void
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I would try that, yes

dry briar
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I assume you'd want to move the whole leg back

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Like rotate it at the hip

junior void
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I personally would start by deleting end bones

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As a shortcut, i would also shrink the feet bones - just as a test to verify its that before spending hours in blender

junior void
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Blender pose mode and apply to rest pose

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Itll look crippled but again, its a test

mystic saddle
dry briar
unreal pasture
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whats the max limit of the chairs

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i have 2 and 1 is not working

cinder flicker
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bump

pale cave
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sorry I'm new to this just purchase avatar and I have no Idea how to upload to vrchat I dont see the vrchatsdk thing at all can someone pls help me ;w;

errant comet
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That is because you are using the wrong version of Unity. Please use the VRChat Creator Companion, it gets the correct version of Unity as well as imports the needed stuff into a project for you to begin.

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Unity has to be 2022.3.6 or 2022.3.22

mortal spindle
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Speaking of the CC. Mine is getting stuck on queuing Unity editor install?

errant comet
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#creator-companion is probably a better place for help. Could be connection issues to Unity servers, could be you don't have Unity Hub installed, or it's not working? I haven't had to troubleshoot Unity install issues

mortal spindle
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Unity Hub is installed. It is having trouble finishing 2022.3.22f1 which is the recommended one
I am gonna try installing 2022.3.6f1 and see if that works better

timber wharf
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@mortal spindle install manually then show it to vcc

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@mortal spindle unityhub://2022.3.22f1/887be4894c44 while unity hub is opened

naive bough
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This is more a question about substance painter than anything else, but can I use the $20 basic version to retexture vrchat models?

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Or do I need the expensive version ;-;

somber sequoia
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there's a basic version? huh I had no idea

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oh $20/mo

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Yeah that includes painter - the $50/mo one includes a bunch of other stuff that seem cool but I've never tried

gusty perch
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Need help with this I have no idea what causes these lines that looks like I am wearing someone's skin

charred epoch
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I ran into a problem with a set of clothes, in regular edit mode, it looks fine, but in play mode, it seems to have scrunched itself up inside the body

somber sequoia
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fun with weight painting

velvet junco
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I have a weird situation here, i have two blendshapes, but the normals on the besh break unless the first blendshape is at 100, if no blendshapes are on the normals break and same with having the second blendshape on, weirdly enough deleting the second blendshape seems to stop it from breaking when the first one isnt on, so whats going on??

somber sequoia
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break how?

velvet junco
fallow fiber
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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!

somber sequoia
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gogo loco generally replaces most of the locomotion, did you merge things together somehow or just use vrc fury?

fallow fiber
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im using modular avatar which im not familiar with

somber sequoia
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oh, I'm not sure how that works unfortunately

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but probably you'd have to figure out how to merge gogo loco's animation layers along with yours, possibly causing yours to override some of what gogo loco provides

fallow fiber
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i did find this post of the exact same thing happening to me but im not sure how to do what the comments are suggesting 😭

somber sequoia
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yep, lines up with what I'm talking about

long sierra
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For some reason, my exported animations for my avatar imported as transform animations and not muscle animations O_o

fallow fiber
somber sequoia
# fallow fiber yah but like.. how do i do that?

Avatars 3.0 manager can help you merge animators, but you'd need to understand what is happening in the Action layer to know what to do with it. Definitely not something we could simply explain

fallow fiber
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aww man 😭

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thanks tho..

somber sequoia
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bit of a learning curve, but not too bad. You can do it πŸ™‚

agile reef
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This is what pops up when I try to export my avatar from blender-

somber meadow
agile reef
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got it thank you!

frosty flax
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By the way I got my problem taken care of for now

dry briar
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Is there a way to tell if the leg bone is pointing straight up and down?

somber sequoia
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compare world coordinates of the bone's head and tail. Or if you're in Unity, the bone and its direct child

dry briar
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But do the bones need to be straight?

spark walrus
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What are these red circles for?

spark walrus
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I've added an animator to the mesh, why isnt it showing in the Inspector?

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.

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it's on the character instead

shell tide
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I was playing today and out of nowhere my avatar kept changing by itself. I was not changing it at all and no one has my log in Info that I am aware of. Is it a bug or am I a victim of being hacked? Can anyone help? I restarted vrchat and it’s still doing it.

left gull
spark walrus
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who knows how to animate?

willow carbon
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Hi, need rookie help with avatar.
What setting in "liltoon" shaders disables this reflective effect?

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Just got back into avatar scene and my friend told me to use this shader (previously with my old avatar, I used silent's shader, which doesn't have this issue)

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oh, nvm, solved
was 'backlight' in advanced settings

spark walrus
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what is inbox?

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dm me

prisma sedge
# spark walrus dm me

I would be careful with dming random people in this server. You are 9 time out of 10 going to get scammers.

spark walrus
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yes

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ive noticed

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reported one so far nothing been done

spark walrus
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gkossybab is another scammer

lucid rapids
junior void
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Use a skybox and a plane with an image texture on it as floor

quaint hound
junior void
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Sure but that's not common practice for worlds

quaint hound
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i agree but i kinda have a feeling that thats the case for some reason

quaint hound
hexed galleon
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WHO makes custom Avis?

ornate stump
hexed galleon
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Oh well I want a custom avi from a game so

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I will pay do

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So*

hazy bay
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Anyone know why this is happening? this is really weird and i guarantee its a easy fix

quaint hound
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oh wow that IS really weird

ornate stump
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second paragraph.

hazy bay
hexed galleon
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Oh

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Thx for letting me know

hazy bay
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ofc man

hazy bay
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There*

quaint hound
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how are you moving the mesh

hazy bay
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pose mode

quaint hound
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via bones/armature or

hazy bay
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bones

quaint hound
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yea those vertiices are most likely not added to a vertex group

ornate stump
hazy bay
quaint hound
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ie. theyre not being moved with bones because theyre disconnected from the bone groups

hazy bay
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thank you for helping lol

quaint hound
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try to select those stray vertices, find the vertex group theyre supposed to be in and make sure you add them to it

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im pretty sure thats whats happening if its happening in pose mode

ornate stump
# hazy bay yeah!

Can't really tell if those actually are stray vertex edges since it doesn't show vertex selection like other do.

hazy bay
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i cant because all of it is connected on one obj and it snaps back into place in edit mode

ornate stump
hazy bay
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even if i select all in pose mode and weight it all down those points still stay there

hazy bay
ornate stump
hazy bay
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I'm just deleting the vertices I've never had that problem before

hazy bay
quaint hound
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cant cause problems if they aint there

hazy bay
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have a good night guys thanks again!

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or morning lol

quaint hound
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no problem if you need any more help dont be afraid to ask lmao

gusty perch
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how do I get it in the box?

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I can't export the hair and that's the only texture left I need to be done

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just turns black

grand scaffold
# gusty perch

Pretty sure you need to go back to your 3d modelling program and move the UV tiles left by 1

quaint hound
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unless theres a way to move UVs in substance

junior void
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Or 1 in your case

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If it has tiling enabled, it will repeat itself as tiles, so realistically, it should still work

solar mason
junior void
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Define "this". People keep thinking we know what they mean from a video. but realistically, in this case you could mean the bra or jacket

solar mason
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the weird drag on the jacket

ornate stump
solar mason
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i deleted the hoodie and hoodie string bones, and added it with vrcfury armeture link, blendshape link

ornate stump
solar mason
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ok will retry this πŸ‘

solar mason
junior void
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either its clipping or its pretty much the exact same color as the skin in the lower half

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i cant tell x) le blind

solar mason
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oh, you mighy be righ, thanks, i'll try fixing that:]

spark walrus
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hi

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how to make animations?

junior void
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Do you google anything at all?

spark walrus
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i cant find anything useful

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is anyone with animation knowledge here"?

somber sequoia
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there's also #animation but maybe you can be more specific?

somber sequoia
spark walrus
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i want to make animals walk

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I looked on utube and I cant find a single video on how to make walk animations in unity

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not a single one

somber sequoia
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I'd probably do that in Blender

spark walrus
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why

somber sequoia
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seems a lot easier to deal with

spark walrus
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i think blender is hardest

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most unintuitive

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slowest

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overcomoplicated

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undeveloped

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software that exists

somber sequoia
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tell me you don't know how to use blender without saying you don't know how to use blender πŸ™‚

spark walrus
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i try to avoid it

left gull
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blender is 100% alot easier to learn/work with animation wise imo

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also alot more documents/tuts for it then unity (atleast from when i was learning)

spark walrus
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show me the easiest way to animate

rancid zealot
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Need some small help, I'm working on an avatar with ear physbones, but Im trying to add a cowboy hat to it. I added the hat just fine but my main issue is that when the avatar moves (ie. walking/sitting/jumping) the ears clip through the hat, anybody know what to do?

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I looked up some tutorials but in them the prefab for the clothing item had a whole armature but mine only had the hat (post unpack)

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Is there a way in unity to get the ear to stop against the inside of the hat? Or to just disable physbones while the hat is enabled?

somber sequoia
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You can absolutely disable the physbones when the hat is enabled, just add that to the animation

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otherwise, clever use of positioning and limiters and maybe other colliders, though I probably wouldn't go the route of putting physbone colliders on the hat

rancid zealot
somber sequoia
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no, it's just like disabling any other game object

spark walrus
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uncheck physbone

rancid zealot
spark walrus
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component

rancid zealot
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lemme look real quick

somber sequoia
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yeah, I put mine on separate game objects, but you can also just disable the component.

rancid zealot
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where is the bone component? (Im stupid)

somber sequoia
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it's your avatar, we have no idea

rancid zealot
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ah, i thought it was a menu, sorry

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I hit the checkmark and it disables physbones, right?

somber sequoia
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yep

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But in that component, near the bottom is a "reset when disabled" checkbox you may wish to enable

rancid zealot
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What does that do?

somber sequoia
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shall I refer you to the physbone documentation?

white jungle
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When my avatar lays down (fbt) I want to disable a couple colliders to prevent the hair tail etc from hitting the floor collider. trying to find the right method, contact send/recieve?

somber sequoia
white jungle
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that might do it! will play with the value and see

somber sequoia
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see also Seated

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that's a bit more specific but might also be useful

white jungle
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thats instation, might not track for fbt

somber sequoia
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yeah I was meaning to see if that's set in 6-point tracking while in a station that sets it

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this is somewhere on my giant todo list πŸ™‚

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ah the docs say it's true if in station, so probably would be in that mode too

light charm
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does anyone know how to add quest-compatible seats on avatars?

runic pecan
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I am having the same issues with the same avatar.

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It may be an issue with how it was exported from the modeling software

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Unfortunately, I haven't been able to get in contact with Fawnit

indigo compass
# light charm does anyone know how to add quest-compatible seats on avatars?

The station component adds its own collider at runtime.
It does mean you can't edit its location or size (unless scaling the gameobject the station is on works) and even easily turning off the station (the best solution I know of is animating the station gameobject far away so it can't be clicked.) but that is what you have to deal with on Quest

solar mason
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hey, is there a way to add multiple animation controllers to 1 avi?

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***via vrcfury

somber sequoia
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Yes, though there's almost never actually a good reason to do so - what are you trying to do?

solar mason
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so i made some clothing toggles, but my facial expression stopped working

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(i used vrcfury for the toggles)

somber sequoia
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okay....

solar mason
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do i need to make new animation clips to and add them from vrcfury gestures or can i use the clips i have somehow?

somber sequoia
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I've not used vrc fury gestures but there shouldn't be a need to remake gesture animations

solar mason
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it tells me that the clips are animated, but "not found on your avatar" which doesnt make sense, because all the parameters for the expressions are there, and they work no problem, and the animation controller i used before still works aswell

somber sequoia
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"it" here being VRC Fury?

solar mason
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yes

tired lagoon
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I need help uploading a emote.

somber sequoia
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is it an animation?

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oh - not doing this in multiple places πŸ™‚

tired lagoon
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I think so

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But It says emotes on name so

somber sequoia
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I'm already trying to help you in the other server, no need to do both. Yes, different discord name.

subtle sigil
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how can i animate a blendshape that is used for blinking?

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i wanna make an animation where the eyelids close halfway but it won't work if the blendshape is being used for blinking

junior void
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duplicate the blendshape in blender and use the dupe instead

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hi kaz

somber sequoia
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Or you can disable the VRChat-automated blinking with the VRC Animator Tracking Control component.
Hi Zero πŸ™‚

junior void
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do you ever sleep

somber sequoia
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not much

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it's half noon here though

junior void
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5:40 pm here

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and pitch black outside already

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my brain is confused

somber sequoia
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ugh

cunning spindle
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how do i fix the bone mapping since she doesnt have eye/mouth bones

timber wharf
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just remove them

somber night
timber wharf
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ie set to none

cunning spindle
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Also how do I make physbones so her hair has physics

junior void
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You hit "add component" (on the hair root or an empty game object) and select vrc physbone

junior void
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a question mark doesnt tell me what confuses you

cunning spindle
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Also how do I go back to the bone editor thing I'm new to unity

somber sequoia
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if you mean the rigging setup, you don't need that here

runic pecan
# somber night I'm so glad I'm not going crazy

I'm going to try and talk to gumroad if Fawnit can't get back to me. I don't have the knowledge or time to learn how reimport it to blender and add smoothing groups to blendshapes

It's really a shame- the avatar looks incredible

junior void
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πŸ€”

cunning spindle
junior void
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Sane artists call it "hair root"

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Root = fist x of something, so the firstmost bone from which all hair stands originate

cunning spindle
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Alr

long sierra
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Why are my avatar animations importing as transform animations instead of muscle animations?

gusty perch
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How do I move it in the box?

somber sequoia
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IMO if you're using a UV tile setup in Substance... don't.

gusty perch
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How do I disable UV Tile?

somber sequoia
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I think you have to make a new project without it enabled

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But if you don't want to, I think someone else suggested bringing the model into Blender and shifting the UV islands to the main tile, I'd do that.

cunning spindle
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Help I restarted unity and now when I drag pearl back in she doesn't show up

somber sequoia
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one assumes "pearl" is your avatar? Got your shader package installed?

cunning spindle
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And I have poyomi there

spark walrus
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hey i brought a texture and it looks like this, idk why but can someone help me with it

gusty perch
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how is it not alligned

cunning spindle
junior void
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Go into edit mode on the hair

somber sequoia
somber sequoia
# gusty perch

at the top you're in texture paint mode, you need to be in UV edit mode

gusty perch
gusty perch
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What am I exactly looking for?

somber sequoia
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Or click the "UV Sync Selection" button in the very upper left of Blender

cunning spindle
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How do I test my phybones

somber sequoia
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go into play mode, grab the avatar in the scene view and shake it around

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in the game view you can also grab things like ears/tails/dangly bits of clothing

last wind
#

does anyone know how to do a toggle for one hat? , my animator keeps breaking my avatar

somber sequoia
gusty perch
somber sequoia
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And did you find the islands are shifted?

gusty perch
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Yes tho weird for it to be outside of it vrcRat

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Donnu how that could have happen

somber sequoia
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nah it's not - it's a pretty common thing to do when using multiple UV maps. A little surprising for a commercial avatar to be sold like that, but eh..

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Anyway, just move it all -1 in the x direction, should be fine

gusty perch
#

Just held control and moved it

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Pivets perfectly into the Middle

somber sequoia
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I'd move it exactly -1 unit

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getting that misaligned will be annoying πŸ™‚

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but hey, whatever method works for you.

gusty perch
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Mmm lemme double check that it is perfectly aligned then

cunning spindle
#

hop on SARPBC

unique cloud
#

Asked before a few days ago but I think it got missed, so here we go: I'm making some assets for vrc, and they often share same-name animations, textures, etc that however are different. Now if someone imports more than one of these assets into a project, unity always wants to use the existing texture/anims/etc from the first imported asset instead of using the ones being imported. the root folders are also named differently. I'm trying to have it basically just.. import all of the assets in the pack instead of trying to use ones from a different folder structure. feel free to @ me so I see the reply btw ❀️

somber sequoia
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not quite correct - Unity doesn't do this by name, it does this by the UUID that's stored in the .meta file next to the actual file

lethal rapids
#

does anyone know if the gesture manager can in some way test jumping and walking? the actual mostions, not just the poses

somber sequoia
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Lyuma's avatars 3.0 emulator does

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well jumping for sure, not sure I've seen a walking one

pallid cloak
#

I have a question depending Unity and blendtrees - Is it right that one layer with all the toggles in a big blendtree are more perfomant than several layers in the animator where each toggle has its own layer? if so - are there limitations? my blendtree holds right now around 55 toggles and starts to lag a bit...

somber sequoia
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can't say I've counted the number of toggles I've done, and most of them aren't just plain on/off things anyway but I haven't noticed any lag

pallid cloak
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maybe its just a unity thing - haven't uploaded it yet

unique cloud
somber sequoia
#

I have definitely not experienced this.

pallid cloak
#

okay thanks for now :3

somber sequoia
pallid cloak
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oh okay still - thanks

unique cloud
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hmm ill see if i can find any more info, thanks tho!

hidden loom
#

how do i make a toggle that freezes all movement of my avatar in the current pose i'm in?

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like something that completely immobilizes it

hidden loom
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so all i need to make is an animation clip that is on a toggle? where is this component added though? where the avi descriptor is?

somber sequoia
#

You add this onto the animation state

hidden loom
#

what do i animate? the avatar root?

somber sequoia
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if you just want to freeze the avatar, just use an empty animation clip

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so your animation layer would look something like entry -> freeze avatar -> unfreeze avatar -> exit
with freeze and unfreeze having this component on them, freeze sets everything to "animation" and unfreeze sets it all back to "tracking"

hidden loom
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thank you!

lucid rapids
#

can someone tell me what the problem is ?

somber sequoia
#

if you scroll up the console, I bet there's a "missing script" error - the first message I can see there suggests a previous one says that.
You are missing a dependency, either install that or remove whatever script that is.

lucid rapids
hidden loom
somber sequoia
somber sequoia
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So yes, set it to animation and then don't animate anything should make it frozen, though I don't know offhand if it's the last position or if it resets position, can't say I've actually tried this πŸ™‚

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I kinda bet it'll be forced into a default pose

hidden loom
#

Ok, i didn't understand the documentation to well, thank you for explaining it

somber sequoia
#

ah okay!

spark walrus
#

Does anyone have a video tutorial on how to create a submenu folder full of sped up emotes from 0%-100% while using the VRCFury goloco all prefab?

ashen flume
#

I NEED HELP😭 my textures exist when its on standard light but when i put it to vrc/standard lite, they dissapear

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(its only the parts i downloaded)

long sierra
#

I added a plane to my avatar at one point to make sure the character's feet lined up with the ground when testing animations, and now he flies even after I deleted the plane, and without using GGL's flight feature? O_o

spark walrus
#

Textures can disappear if you make them to small

ashen flume
#

i foudn out the problem

#

it was just in blender, the model had vertex paint

summer hearth
#

So uhh,this happens everytime i enable gesture manager, and its supposed to be a novabeast xD

spark walrus
#

I have a question is it better to use limit on physbones or use physbone colliders?

somber sequoia
#

yes.

#

really depends on the situation

fluid drum
#

is the height for avatars measured y eye height? (im pretty annoyed because i disabled the eye bones so it would use humanoid rig, and now it says the avatar is shorter than 20cm (WHEN I KNOW FOR A FACT IT ISNT)

jovial forum
#

Does anyone know why an avatars mouth would be stuck left open? Trynna help a friend out and its only open when in VRC. I checked over all the visemes and everything but this isn't a bug I know how to fix

#

The teeth also dont move with the visemes

#

I don't believe it's the bow that's doing that to your hair, I think it's the chest colliders. Since the chest collider is the only collider listed on the hair. I could be wrong but I believe you just need to adjust the chest collider until it doesnt go weird

#

Is that the physbone component for your bow in the first image?

#

Yeah then that should be screwing with the hair

fluid drum
agile tangle
#

In the middle of optimizing an avi and this is in the red, have no idea what this is?

ornate flax
#

Does anyone know why an avatars mouth would be stuck left open in the scene and vrc? Neither me or my friend can find a fix. The teeth don't move with the visemes either. My guess is that the teeth aren't properly bound to the jaw, but I don't know how to fix this.

primal vale
#

hi, i want to change the values i pointed at with the arrow. how do i see what im doing with this animation while i change the numbers?
for context, im editing the animations of the gestures, i want to be able to see how im adjusting it as im doing it.

somber sequoia
#

oh also yeah, floor.

somber sequoia
#

unless you use it, of course.

somber sequoia
#

is that indicating the object's parent?

jovial forum
# somber sequoia unmap the jaw bone in the rig setup

@somber sequoia We did this, and it worked, but the teeth are still not moving. I know exactly why though. The head and the jaw are different models and have the same visemes for mouth movement, how would we link the visemes efficiently with out FX spaghetti?

somber sequoia
#

I'd join all of that into one mesh object personally

jovial forum
#

I forgor how to do that again, havent touched unity/blender in a minute and I'm just helpin him with the little knowledge i've retained after like a year

somber sequoia
#

otherwise you'll have to do the whole visemes setup yourself - vrchat only runs blendshapes on a single mesh object. You can use the Viseme parameter in the animator for this.

#

Blender, select mesh objects, ctrl+j

jovial forum
#

And it should join the blendshapes automatically if they're named the same?

somber sequoia
#

Yep

#

obviously it may be more complex, lots of factors, etc.

jovial forum
#

Okay, thx

#

Ill get back to you if we run into any bugs <3

mild solar
#

exporting an fbx model that looks normal into unity, but when i go into unity the arms are slightly deformed, area from wrist to elbow raises slightly

#

is there anything i can do to fix? i know for a fact its normal in blender because i import same outfit to blender and the arms line up straight and smooth, but after exporting into unity it deforms slightly

somber meadow
#

try configuring the rig, clicking pose>reset, then pose>enforce t-pose

mild solar
#

unfortunately, that didn’t fix it

#

πŸ₯Ήi appreciate the answer though

somber sequoia
mild solar
#

unity vs blender comparison

dark jay
#

how do u merge a detail layer for fighterz on quest

somber sequoia
#

fighterz?

inland eagle
#

Would anyone know how to make nightvision?

left gull
#

generally i see it done with custom shaders

somber sequoia
#

yep, definitely a shader, you can get a few interesting ones

carmine jay
#

Does anyone know what base this model is using?

somber sequoia
# mild solar

in Blender are you sure this isn't posed, and that all of the objects have had all transforms applied?

#

is the left wrist somehow a separate object in Blender or something?

#

then that's not how parenting works

#

in most cases if you're going to export this as all one avatar, not as separate props, the objects should all have the origin as their origin

#

Probably this line is indicating that these objects are offset from their parent, which is likely the armature, at 0,0,0

#

origin to geometry can be useful for items that are their own separate props

mild solar
somber sequoia
#

(but those should probably be at the origin too)

somber sequoia
spark walrus
#

Question: does anyone know how to use vrc emote manager with vrc fury on an avatar? I am having trouble making it work and would like a video tutorial on how to make it work (as I use vrcfury for my gogoloco)

somber sequoia
#

what is going on there

#

ok that does make some sense

grizzled lichen
#

it uses a matcap shader with a transparent texture overlay for the mustache shadow

left gull
#

poiyomi is likely your best bet, it can do transparency, matcaps and outlines

grizzled lichen
#

thanks!

#

though the outline doesnt really need a shader since its using the solidify modifier and it'll be part of the mesh

mild solar
#

it looks completely normal in blender and only looks different after being exported. is there some type of export setting that could be messing with it?

somber sequoia
#

sure, if you use different settings than previous. maybe you have to remake the rig setup in Unity, I'm just guessing at this point

stable igloo
#

I need help on vrcfury, does anyone know how to change toggle name? I want to change it to Necklace because the playmode menu shows New Toggle and I cannot figure out a way to change it

night ember
#

the path

#

you have it labeled "new toggle"

stable igloo
#

Ohhhhhh

#

Okay got it

#

Thank you!

wooden cairn
#

I have a contact receiver detecting collision with the avatar's head, but nobody but me can see the animation it triggers. any clue why?

left gull
#

is the toggle/anim's parameters sync'd?

wooden cairn
#

This is actually true of every time I've used contact recievers

#

They always only work for me

#

I don't understand what I'm doing wrong

Edit: Figured it out. Turns out that Contact Receiver parameters are completely separate from VRC Avatar Parameters, and don't get networked. I had to make an animation layer that updates a synced parameter which then drives the animations.

The fact that this isn't really well documented anywhere gave me many hours of headaches

cosmic bloom
#

i'm using index controllers, for some reason for others my hand gestures look like quest hand gestures, it only fixes itself when they hide and show my avi, but keeps happening again on avi changes and world changes
it happens on one specific model with empty gestures in playable layers, what could be happening?

spark walrus
#

what does this mean?

shell moth
#

What do I do here?

left wharf
# shell moth What do I do here?

Your avatar needs some tools such as Modular Avatar, VRCFury.
probably the links of the dependencies are in the avatar’s store page.

shell moth
junior void
#

Looks like default muscle settings (rig configuration -> muscles)

still ore
#

Anyone know how to make an avatar world constraint for placed object using the new vrc constraint system?

solar mason
#

hey, can anyone help me with getting a skin mask to work? i made a jacket in vroid and converted it to an fbx using blender, and attached it to my avatar using vrcfury but then the skin mask that was supposed to delete the arm mesh while the jacket was on didn't work

junior void
#

How did you add the mask functionality

solar mason
#

in vroid you can just add it as part of the clothing item

junior void
#

Right so are we still talking about vroid or a vrc avatar

solar mason
#

but i think that when i converted it to fbx that was deleted

junior void
#

A mask is nothing but a texture so im sure you have it somewhere

solar mason
#

ok, thanks, ill go try finding it^^

solar mason
#

so i couldnt find it, but i went back and made a skin mask so it worked:D but how do i make the skin mask be the only skin textuew while the jacket game object is enabled? otherwise the normal skin texture will just fill in the spaces

junior void
#

You need to use a material swap to a material that has the mask. If you use vrcfury for the toggle, you can add this as another action to it

solar mason
#

ok, tysm:D

fickle marsh
#

can someone help me please

astral tinsel
#

whats happinging here? a lot of the avis i have be trying to upload have this problom now

astral tinsel
#

thats the only red errors, what would you wanna see?

#

thats everything that shows up

fickle marsh
#

can anyone help me please

#

i need help uploading an avatar and its confusing

timber wharf
#

@astral tinsel try restarting your router, sometimes for some people aws that handles files just breaks/refuses to connect

#

@fickle marsh be specific, use screenshots.

fickle marsh
timber wharf
#

its imported, not like its going to appear in your scene by itself. try opening the scene that comes with it.

fickle marsh
ornate stump
fickle marsh
autumn viper
#

Is anyone able to upload an avatar for me that i made a couple months ago my new account hasnt updated to new user yet as my old account got deleted, this does not go against any rules as far as i can see, please dm to talk im desperate vrcTupCry

ornate stump
lyric compass
#

Does VRC have eye look parameters? I have an avatar I'd like to not use eye bones for and instead use shapekeys for the locations of each direction

long sierra
#

How do I set up an Or condition in an animator controller? I know making two transitions to the same object in the same direction (so it has 3 arrows) is part of it, but I dunno what else to do

south kraken
lyric compass
#

Ok thanks Digi

spark walrus
#

Question: does anyone know how to use vrc emote manager with vrc fury on an avatar? I am having trouble making it work and would like a video tutorial on how to make it work (as I use vrcfury for my gogoloco)

south kraken
#

So just click on the arrows that are all going to the same state, and then on the right there should be like multiple sections now, I can't quite picture it in my head, but there it let's you set conditions for each transition arrow as an "or" essentially

indigo compass
spark walrus
lyric compass
thin rivet
#

Hi everyone,

I'm trying to make an avatar where two floating hands have a loose connection between them and the body, like a rope or a chain.

Currently I have 3 "arms", one where the hand is rigged and nothing else, one where the rope/chain is rigged, and a fully invisible one with the same positions of the rope/chain but the direction and heirarchy are flipped.
On the rope/chain arm I have physbones for 1-2 bones with the rest having parent constraints for the fully invisible one.
Then on the fully invisible one I have physbones for the rest going in the opposite direction, and a parent constraint to move the tip to the wrist of the floating hand.

This... sort of works but causes constant twitching if you aren't moving.
Does anyone have an alternative solution, or way to fix the twitching?

somber sequoia
thin rivet
#

One other unrelated question:

I'm trying to add a local visual for what value is being set by a radial menu. I.E, Blendshape value the user cannot see without a mirror so the text "Blendshape at: <num>" is on the screen

Do any of you know of a screenspace shader that can display text and maybe parameters?

The only shader I've seen that can so far is https://www.patreon.com/posts/simple-counter-62864361
but that is not a screenspace shader

somber sequoia
#

I don't know of one offhand, you'd probably have to build it

thin rivet
#

That's unfortunate. I'll look into converting that one, then

placid lake
#

can somone please go look into my post on user support this is a serious matter that puts all group owners at risk

somber sequoia
#

ok, I looked

lone flax
#

My vrchat avatar has 1216124 tri's so this will likely be an easy answer lol but I tried to make quest compatible but it said "this may take a while" then it did nothing and it still says windows after like an hour

indigo compass
lone flax
#

And then android

#

Then it said that

indigo compass
# lone flax I hit selected platforms

Ah, what it does is swap what Unity is building for and makes a version of everything in your project that Android devices can more easily understand, that is why it says it can take a while.
But it shouldn't take all that long, if it didn't take forever to import everything in the first place then maybe it got stuck?

#

Does it not tell you anything else?

#

Is there a progress bar on screen?

somber meadow
#

If you have a single project for all your avatars, it will take a long time as it compiles all your project's assets for android

lone flax
lone flax
somber meadow
#

you don't have the android build module installed on your Unity install

lone flax
#

How do I do that?

somber meadow
#

press Ctrl + Shift + B in your project, click the android tab, and follow the install instructions listed

placid meadow
#

I've been using unity 2022.3.22f1 for the vrchat SDK. I realise now that it doesn't have an android counterpart of that version

placid meadow
#

do I revert to an older version of unity for the quest version or what to do

somber meadow
placid meadow
#

am I looking in the wrong place

placid meadow
#

damn nice timing :)

somber meadow
#

since you're already there click this and click add modules

#

you only need the base android build support module

placid meadow
#

the other versions have add modules

#

not that one

#

for some reason

somber meadow
#

then that version wasn't installed through Unity Hub, but through a standalone installer

placid meadow
#

that would make sense

#

I think I used creator companion

somber meadow
#

you can still install the Android build module on standalone unity installs by doing what I replied to originally

agile reef
#

im trying to type my name to put it on an avatar- why is my text doing this weird line stuff when I add a font?

Edit : Fixed! just had to reopen blender

placid meadow
#

I assume it's still worth uploading the avi to quest even tho the polys are higher than 20k

#

Also what is the actual important limit I should be going below

hardy light
#

Hi

#

my rig won't move with my mesh

somber sequoia
#

I'd think it'd be the other way around - usually the armature moves the mesh

placid meadow
hardy light
somber sequoia
#

yeah you need both an armature modifier on the mesh, and also appropriate weight painting

hardy light
#

both?

#

wdym both

somber sequoia
#

those are two separate things, both are required for this to work

hardy light
somber sequoia
#

cool, that's one of them (assuming that's the correct armature)

hardy light
#

Yes

#

The only rig i made

somber sequoia
#

ok, so now weight painting

hardy light
#

it's purple

somber sequoia
#

Purple means the mesh has no vertex group matching that bone, and thus no weight paint

hardy light
#

ok

hardy light
#

The mesh moves with the rig in object mode but not pose & edit mode

somber sequoia
#

in object mode that's just about object parenting

hardy light
#

Okay

#

So does it have to do with the color of the bones

#

like the orange and cyan

somber sequoia
#

Unless there are constraints (but that usually turns them green), the colors are just for use to see them in the editor

glossy trout
somber sequoia
hardy light
#

there are no constraints at all

#

what is my issue

somber sequoia
#

ok then the colors are just colors

hardy light
#

yes

glossy trout
hardy light
somber sequoia
#

?

hardy light
#

what could be the issue

somber sequoia
#

I have no idea what you're doing, so...

hardy light
#

I'm trying to make the mesh move with my armature

somber sequoia
#

if you haven't watched tutorials on weight painting, that's where I'd suggest starting

somber sequoia
#

oh I saw that but it's not like I can see what that means from here

hardy light
#

I did weight painting for the arm and did a test and it wasn't moving

#

-# kindly ignore the BG Music

prisma sedge
# hardy light

Are you using Auto Rig Pro?
Asking since the screenshot you sent before are the bone colors used in that addon

somber sequoia
#

ah I was wondering what does that

hardy light
#

auto rigs

#

i've developed a hate for creating rigs cause it never seems to be accurate

#

auto rig pro is nice but it never let's me parent armature to mesh

somber sequoia
#

that's really just a matter of draging the mesh over the armature with shift held

hardy light
#

Ok

#

i'm going to try mixamo

#

even tho it looks fragile

agile reef
#

I'm trying to select Body , Eyes , Face to save as an atlas because my avatar has too many material slots- But when I do that, the Face and Body both go white, but the Eye texture remains. How do I fix it to all the materials looking the same- but in one material?

timber wharf
#

first make sure that all uvmaps are named the same. how does atlas end up looking, mostly white as well?

agile reef
timber wharf
#

should be just be a single 'UVmap' or smth for all meshes

agile reef
winged maple
#

does anyone know how to set up pcss

timber wharf
#

@agile reef did you already combined smth or?

agile reef
agile reef
timber wharf
#

well roll back, rename uvmap for each mesh, only then combine

#

maybe theres a way to combine them as is but idk

#

combined mesh should end up with one uv map

agile reef
#

not sure if I can roll back that far I'll be honest with you- but I will try that
edit: I can! muahaha

agile reef
somber sequoia
#

There are some plugins to manage these better (I like ZenUV a lot), but with just blender yeah, doing what TheLeastMost said is probably easiest

supple needle
#

I’m currently trying to add an asset on an avatar- when I put it in the scene it’s invisible unless I look at it from a certain angle

timber wharf
#

@agile reef edit mode - pick a material - select assigned or smth

winged maple
timber wharf
#

ah wait you mean just to find what uses it in the whole scene? no, cant say from top of my head

agile reef
agile reef
timber wharf
#

what if you just combine face and body? also you dont want to mix in eyes anyway as theyre using transparency and having your body on transparent shader/rgba texture for no reason is meh.

agile reef
timber wharf
#

atlased texture should still show them then...

agile reef
#

the head and body are being textured by the teeny tiny white square on the right of the texture which doesnt make sense to me lmao

somber sequoia
#

ah that's amusing - likely it's using the most minimal texture and just tile it like crazy - it works well for stuff that's uniform color and so doesn't need a lot of space in a UV map.

#

or not even tiling it

agile reef
#

interesting- is there like a different way I need to do this then? I need those three specific materials to atlas so I can have the model optimized. 😭

somber sequoia
#

I haven't been following along much - I don't atlas like this, I prefer to make a new UV map and bake the textures into it

agile reef
#

that all seems very complex for me, I am using CATS plugin. I don't know how to do anything crazy like that unfortunately lol

timber wharf
#

@somber sequoia baking is projection tho so unless source is highres youre bound to loose clarity since different unwrap/scale. probly doesnt matter much to skin tho. and atlasing is "lossless"

somber sequoia
#

yep, 'tis true

#

it's rare I do this ^ kind of thing anyway

agile reef
#

would changing any of these settings possibly fix it in the shading tab?

timber wharf
#

looks fine i think, texture is base color, combiner should pick it upπŸ€·β€β™‚οΈ

agile reef
timber wharf
#

idk usually works for me. you can always manually atlas and scale the uvs but thats pain, did it once for quest medium (to atlas normal/roughness/emission maps as well).

agile reef
#

update :
when I merged Body, Face, EarnTail, Eyes it's only the body and head that is white- it has to be something to do with those exact two materials. wack

#

it is 8 material slots for optimized- correct?

timber wharf
#

pc its good i believe, 16 medium?

agile reef
#

I'm aiming for good rating

bold bay
#

i am going fucking insane trying to import my FFXIV character into an avatar.
no relevant guides exist and the only good ones are from 2/3 years ago
i am not in a position to pay someone to import her for me, so unless some saint is willing to do it for free (or in an exchange of services), this avatar will be the end of me

#

-# tried to link her lodestone, got automodded

timber wharf
#

if its dark grey unity tutorials its fine

bold bay
#

the guides are no longer relevant or applicable not only because of Dawntrail but also major updates to the programs involved

supple needle
#

Is it normal for an outfit that is rigged to a base to look like this when I put it on ? (It is rigged to the base I’m using)

agile reef
#

@timber wharf @somber sequoia This video saved my life and helped me fix everything- I thought you may like to know in case you come across this issue ever.

I needed to go into the MMD Texture area and simply place the texure there.
https://www.youtube.com/watch?v=8ZnSO3BnoIM

somber sequoia
supple needle
somber sequoia
#

"on the body mesh" object

supple needle
#

Doesn’t look like it

#

It’s an asset I’m adding myself that’s rigged to Zinpia RP base

somber sequoia
#

And are you using a Zinpia RP base?

mellow pulsar
#

uploading an avatar for the first time, testing it in game, the eyes seem to be doing some funky stuff sometimes. If I turn my head, they don't really follow, and just kinda...

supple needle
somber sequoia
#

seems like it ought to fit then, unfortunate it does not

pale cloak
#

so im trying to fix the metal on an avi and its just appearing plain white and apparently i need this UnlitWF added into my vcc project before i lauinch it but idk how to download the unlitWF stuff for my vcc,i go to the link the avi creator had for the avi and its all in japanese and idk where tf to go or what to click on

agile reef
#

import the unity package you download from here, into your project

spark walrus
#

Is there a reason why my submenu won't work? Like they show up in game but when I turn them on nothing happens

spark walrus
#

I want to customize the texures of my avatar its name is chamber, it has a SWAT vest on it and It says swat and ghost front an back, I want to figure out how to customize the text on it to sway S.C.P on the back and LYONZ on the front does anyone know how I can do this, I've been lookin all day and found nothing

dusk current
spark walrus
#

adobe?

dusk current
#

Any image manipulation program.

spark walrus
#

do know any that are free by chance xD

#

I cant afford any

dusk current
#

Gimp

spark walrus
#

thank you

somber sequoia
vital elbow
#

Got someone on a call trying to fix mipmap streaming isn't on and on the sdk it's showing no auto fix since it's showing so like we can't figure it out we've tried googling the problem but there isn't anything to help with it

somber sequoia
#

select your textures, and in the inspector there's a checkbox

vital elbow
#

We've done that it hasn't updated

somber sequoia
#

possibly it's a texture file you're not expecting

vital elbow
#

Idk we've checked every single one

tough phoenix
#

Hello!
Sorry if this is a dumb question, but I was wondering how I could go about rigging the eyelids so I can have blinking animations and set up expressions? Typically I would just use blendshapes, but I'm aware that it doesn't work quite right for avatars with these types of eyes since they're nonlinear

tame badge
#

Is it not possible anymore to overclock a blendshape? Set it to values higher than 100?

timber wharf
#

no, even tho unity now allows it vrc caps it at 100 still

#

use blender to normalise your values between 0 and 1

astral tinsel
#

anyone know whats happining??

somber meadow
#

can you show the VRCFury popup error instead, or the details of that error

astral tinsel
#

this one???

left gull
#

you're missing something with your NSFW asset

pallid jolt
#

im trying to reduce the download and uncompressed size of my avatar for quest but no matter how much i delete the file size doesnt change, ive also compressed all the textures and that didnt affect the size either, what am i missing?

somber sequoia
#

did you do a new build? that says "the most recent build"

pallid jolt
#

...

#

thank you

#

thats a little embarassing i dont know why i didnt think of trying that

spark walrus
#

Need to know how to import a poiyomi tool shader

left wharf
spark walrus
#

Thanks, live saver fr πŸ™

pallid jolt
#

how would i fix this? Using mobile shader

somber sequoia
#

what is it?

pallid jolt
#

the inside of the asset is transparent

somber sequoia
#

maybe zoom out so we can see some context

#

insides are always transparent with mobile shaders, since they always do backface culling

pallid jolt
#

oh ok

#

thank you

somber sequoia
#

you'd have to duplicate and flip mesh to prevent it

lucid tiger
#

Would anyone be able to give me some advice, i was trying to changle the feet collider so they wont go thru the floor but after lining them up it doesnt seem to change anything

hasty grail
#

i keep getting stuck in the floor on this new avatar and idk why

left wharf
hasty grail
#

i copied it from our old avatar, and imported it to the new one

left wharf
#

what does "it" mean? AnimatorController?

hasty grail
#

yes, although I fixed it by force importing it via pswh rather than unity

west cipher
#

trying to build a quest ver.anyone know what this means?

left wharf
#

please show us first three errors.

#

is it only that error?

west cipher
left wharf
#

you have to import some stuff. such as VRCFury, Modular Avatar.
to know what stuff is needed, see your avatar's(and avatar gimmick's) store page.

west cipher
#

thank you!!

lost tartan
#

why is it only showing utilities

left wharf
#

try reinstall SDK from vcc, and restart unity.

woeful sleet
#

So I have edited a model to be a bit thicker, and tried to reupload it onto VRChat with expressions. However, the expressions do not seem to work. Would I need to make new animations for the expressions to work?

median stream
#

how to fix the issue where nameplate and chatbox are high up on an avatar=?

left wharf
median stream
#

oke thank youuu

ancient herald
#

can't upload avi bc i can't change face shader is there a way to make it to where i can change it?

bitter hatch
#

HOw would I go about fixing these? The model is supposed to be quest ready anyways, But no matter what I delete or how low quality i make the textures i still get these errors

arctic ginkgo
#

this is just letting you know that the performance ranking is poor

bitter hatch
#

Is there any way to make it.. Not poor? Lol

arctic ginkgo
#

errors are πŸ›‘
warnings are ⚠️
and perf ranks are as follows:
very poor: vrcPerfVeryPoor
poor vrcPerfPoor
medium: vrcPerfMedium
good: vrcPerfGood
excellent: vrcPerfExcellent

arctic ginkgo
#

that's what it says the issue is

#

you need to reduce the polygon count by 2382 to get it to medium

bitter hatch
#

I'm mostly just a re-texture person, I'm not even sure how to go about reducing whatever a polygon is supposed to be, But I'll see if I can figure that out

arctic ginkgo
#

a little over 2k polygons

arctic ginkgo
#

this is a blender thing

#

this tutorial goes over it

bitter hatch
#

tyty

arctic ginkgo
#

time stamp where the vid starts talking about it

#

3:21

ancient herald
#

avatar's face disappears in play mode

proper depot
ancient herald
proper depot
#

Try locking the material then go to play mode and let me know what happens :0

proper depot
#

Which shader are you using

#

which version anyway, like 7.3? Or like 9.0??

ancient herald
#

poiyomi

#

7.3

proper depot
#

do u have 9.0?

ancient herald
#

yes

#

see?

#

it's like it just vanishes

proper depot
#

oh no

#

why does it have the old version on there

#

ok uhMM

#

I know we dont know each other but could I try to help you via voicecall??

ancient herald
#

oh i got it, i figured it out

proper depot
#

oh nice!! okiiii x3

#

was is the shader???

ancient herald
#

yes

proper depot
#

oki doki, im glad its solved :D, have a great night

ancient herald
#

you tooo

radiant osprey
#

can someone help me with contact audio?

#

ive watched like 3 videos but it still aint workin

spark walrus
#

channel;where is animatioin help?

unborn rapids
#

Is there any way I can animate these?

night ember
#

I mean theres #animation but not specifically an "animation help"

unborn rapids
# unborn rapids

They don't seem to ever update. The only way I can find is clicking them during playmode to update them; which is of course impossible in-game :c

night ember
#

you arent really meant to animate the settings

unborn rapids
#

I'll see how that goes ^^

ancient herald
#

does anyone know that thing that you can add to your avi where you can controll the arms on pc with like these dial things?

shut parrot
#

so I am experiencing a weird issue where the material of the eyes suddenly gets swapped with the hair material after being uploaded to Vrchat. I have no idea why this is happning, dose anyone know?

arctic ginkgo
somber sequoia
#

I often find it annoying that re-ordering materials in Blender doesn't affect the order when exporting

sage python
#

I once saw a video of an avatar dancing and it had a mirage toggle where two of them appeared... how do you put that on an avatar

somber sequoia
#

(answered elsewhere)

hidden loom
#

how do i increase the avatars "height" in my unity project? Is it just scaling?

somber sequoia
#

yeah you can either scale the avatar root, or set the scaling factor in the FBX import settings

hidden loom
#

So if I have stuff on my avatar root like GogoLoco for example and other utilities that usually don't want to be scaled I don't select those but only clothing and corresponding bones/meshes?

somber sequoia
#

gogo you probably want to match the avatar scaling

#

scaling an object will apply that scaling to its children too, and that's usually what you want. but yes, you can scale things individually to

hidden loom
#

There are just certain systems like for example a world constraint that I don't want to be scaled with my avatar but it's already implemented on my root

#

So I just don't select that? I hope scaling like this doesn't break things

unborn rapids
#

Through scripts: Could I find out where all the players are?

somber sequoia
somber sequoia
unborn rapids
#

Awwww... But how do eyes that automatically look at other players work..?

hidden loom
somber sequoia
#

hmm I bet you could do a shader for eyes that always looks at the camera, probably that'd be creepy

unborn rapids
#

Oh I've seen someone do that, actually.

#

Hmmm

#

Can I run any scripts?

lilac musk
#

No

unborn rapids
#

I mean, I can run shader code...

#

That's so odd..!

#

Hmm...

#

We can run Behaviours through Animation States

#

I assume only the provided ones will run?

somber sequoia
#

you can make your own animations

unborn rapids
#

Yes, I mean specifically the Behaviours.

somber sequoia
#

right - you can't use that "new script" thing

unborn rapids
#

That makes sense, I see. Thank you~

#

Can I somehow create parameters that would indicate the velocity/direction of my hands?

somber sequoia
#

hands? sorta - you could probably do something with contact receivers

#

well speed anyway, probably not direction

unborn rapids
#

Hmmm that should be good enough; I can always compare the previous values for direction... Interesting!

somber sequoia
#

you can't get position though

#

you can just get "is contact sender inside contact receiver" or if it enters said receiver at or above a velocity threshold

unborn rapids
#

Ohhhh I see.

somber sequoia
#

ha! my Unity just crashed and it wasn't even in focus and I didn't touch it

unborn rapids
#

So I could technically have a sender and receiver at the same position, triggered when it goes fast enough?

somber sequoia
#

yeah probably

unborn rapids
#

Or does it only react to other peoples' receivers?

somber sequoia
#

you can do either

#

(or both)

unborn rapids
#

Neat!! Okay~ Hmm!

#

Thank you, that's a lead~

somber sequoia
#

this is "avatar dynamics", if you want to look it up in the docs or in #avatar-dynamics

unborn rapids
#

Oh great, thanks ^^

long sierra
#

Where can I adjust particle speed? The tutorial I found was outdated

#

Tried changing it in here and it didn't work

#

Ohh, I fclicked the help bubble and it showed up O_o

#

I want the particle to reverse direction halfway through its lifetime

somber sequoia
#

you want the velocity over lifetime part, make a curve

long sierra
#

How do I make a curve? Because the curve editor is empty

somber sequoia
#

select curve and then it should be active

long sierra
#

there are no curves in the curve editor /nm

somber sequoia
#

on the right of the value you want to make into a curve is a dropdown where you have to actually set it to curve

long sierra
#

I tried to make a curve that went down at a 90 degree angle but it didn't reverse the direction no matter what axis I tried it on, and I know I can't do a curve that starts curving backwards towards 0

somber sequoia
#

huh, I figured that'd work

#

I thought you could put negative values in there

#

well you can always have the particle die and spawn a replacement which goes in the other direction

long sierra
#

I also couldn't keyframe velocity over lifetime either

somber sequoia
#

yeah that doesn't surprise me

long sierra
#

ohh, maybe I needed it to go all the way to -90

#

err, 180

#

nope, didn't work

#

maybe invert the scale of the particle system?

#

Nope, didn't work, neither did using pingpong

arctic ginkgo
#

@long sierra

#

x and y over lifetime is set to 1 to make the arch, just so it's easier to see it reversing direction

long sierra
#

I want the particle go go back towards the emitter halfway through the animation, not go in an arch

arctic ginkgo
#

like i said arch is just for demonstration purposes

long sierra
#

so both X and Y should be 1 and it'll reverse?

arctic ginkgo
#

here would be an instant change in direction

somber sequoia
long sierra
#

I thought I only had to reverse one direction, thanks! /pos

arctic ginkgo
#

yeah this reverses direction if you do it on all axes

#

just do it to whatever axes you'd like to reverse

#

this is what's happening in the picture btw

long sierra
#

Tried it, didn't work

arctic ginkgo
long sierra
#

No, it's 5 IIRC, but the animation is fast enough that I decided it wasn't worth the effort to make it reverse

small valve
#

how can I reduce the polygon count in cats blender plugin?

somber sequoia
#

probably don't use cats for that

small valve
#

but with cats, I can keep the shapekeys

somber sequoia
#

you can anyway?

small valve
#

But it seems, the decimation area is gone

somber sequoia
#

blender itself has decent decimation, and edge loop dissolving is better for a lot of cases

small valve
timber wharf
#

in 3.6/4.2? shouldnt

somber sequoia
small valve
#

I use 4.2.2

somber sequoia
#

edit mode, mesh -> cleanup -> decimate geometry ?

#

be careful around the face, this will likely wreck visemes and other expressions

#

(any decimation does)

small valve
#

not sure waht this should do

somber sequoia
#

Slide the ratio around while watching the avatar, decide where you think it still looks ok

small valve
#

nothing is happen with the ratio

somber sequoia
#

do you have any mesh selected?

#

if not, there's nothing for it to act on

small valve
#

ok it works, thanks.

Is this the reason why cats no longer have the decimation button in there addon?

somber sequoia
#

why have one when blender has it built-in?

small valve
#

since when?
when was it added?

#

I upgraded from Blender 2.93 to 4.2.2

somber sequoia
#

I suspect 3.6 or so, but I haven't looked at changelogs for this

#

oh wow yeah a LOT has been added or improved since 2.9

small valve
#

2.93 was the last version, where the official cats plugin did work without python error. But then, I found out that there are also unofficial updated versions.

somber sequoia
#

Yes

#

I'd argue the new one is the official one now πŸ™‚

#

(since the original has been abandoned)

small valve
#

But I guess, weightpainting with X-Ray does still not work, right?

somber sequoia
#

you can't really weight paint in full wireframe, that doesn't make a ton of sense, but I'm not sure what you mean otherwise

#

you can certainly mess with display transparency

small valve
#

I heard that many peoples hate it that blender doesen't support it while Maya and other software can do it.

somber sequoia
#

eh. I feel that's a matter of what you're used to

#

I've used Maya and at this point it seems so foreign

small valve
#

sometimes, its making it easier, for example if you have a snake and you wish to weightpaint the other side with.

somber sequoia
#

I'm not sure what would be hard about that I guess

#

maybe I should look at Maya again, it's been years now

small valve
#

or if you have a skirt with multiple mesh layers and its a pain to get the camera perfectly between those, instead of painting everything and unpaint the legs for example.

There are many usefull reasons why bothsided weightpainting could be usefull and it would be a toggle feature, if you disable Xray, you still can paint like it is today.

somber sequoia
#

but you can paint through mesh, if you just turn off "front faces only" so maybe I'm missing something

small valve
somber sequoia
#

no I mean I'm missing what you're saying isn't available in Blender

small valve
#

is a feature that was wished for many years and got be a running gag that it is still not added today.

arctic ginkgo
somber sequoia
#

yeah I make use of masking, but I'm just not sure what it is that Blender doesn't have here, I might have to go try Maya again to understand

arctic ginkgo
#

hiding faces in edit mode also hides them in weightpaint mode, texture paint mode, and vertex paint mode.

somber sequoia
#

yep

small valve
arctic ginkgo
#

that will select all connected faces

somber sequoia
#

can make use of seams too

arctic ginkgo
#

you can also select face loops and hide those to isolate certain areas

#

like fingers for example

somber sequoia
#

also the thing where you can isolate painting to only vertices already in the target group

arctic ginkgo
#

yep, there's a lot of ways to go about it

somber sequoia
#

yep

arctic ginkgo
#

and if you need to match weight painting to something prexisting you can use data transfer modifier

#

also if you need something to be double sided, weight paint before you texture (if they have different textures) and just duplicate + flip normals after weight painting is done

#

same for if you need it to have a very slight thickness

somber sequoia
#

I bet that applies for the solidify modifier too

#

it also does for mirror

long sierra
#

I do have an issue where Klonoa's Wind Ring appears properly when I use the Wind Bullet emote the first time, but if I select it again, it doesn't show up unless I choose the other emote that has the Wind Ring show up (Where he throws it upwards and then catches it when it falls back down). Is that due to a broken WD setting? In the animator tab, it shows it get stuck at the end of playing those two animations (the progress bar doesn't go away on its own) unless I choose the ring toss emote, then it works. (But if I choose an emote that doesn't use the ring, it doesn't show up again when I select either of the ones that do use it)

small valve
somber sequoia
#

that's an ancient Blender

long sierra
#

And somehow, I selected this:

small valve
somber sequoia
#

2.8 is ancient

small valve
somber sequoia
#

I'm well aware

#

just saying that if you're talking about missing features but using a several years older version as the example, you may want to look at current first

white geyser
#

Any1 know how to make the cape not 1 sided?

small valve
#

2.8 was like taking a fresh new breath with user friendly UI, like adding this cross to navigate better without thinking about weird Keybinds, especially on a laptop without Numpad:

somber sequoia
#

heh I am currently working on my laptop without numpad

somber sequoia
#

Yeah

small valve
# somber sequoia heh I am currently working on my laptop without numpad

No problem anymore with modern blender, also I think I hated back then was, that the function of rightclick was switched with leftclick in 2.79 and bellow.
Not only you have this oppressive UI design with many small unlabeled buttons, no vector cross, you always have to overthink, how to use a mouse because of the rightclick is leftclick, leftclick is rightclick bu112h1t.

somber sequoia
#

yeah I never really spent much time with < 2.9

small valve
somber sequoia
#

that was why. Also I had access to Maya then

white geyser
somber sequoia
#

you'd have to verify weight painting on the new faces of course

spark walrus
#

my avatar is currently 14mb and needs to be 10, i used the vram calculator thing to use high compression on the meshes and its till 14, how can i get it down to 10?

somber sequoia
spark walrus
#

i remember removing blendshapes was pretty helpful but once i accidently removed some that needed to he in the project and it messed it up, how can i determine which are unneeded?

somber sequoia
#

vrc quest tools has a way to do it, I'm not sure if there's a programatic way otherwise

somber meadow
#

VRCFury can do it too with it's "Blendshape Optimizer" component which non destructively bakes in non-animated blendshapes

somber sequoia
#

Ah cool

spark walrus
#

alright ill try that thanks

somber sequoia
#

uh yeah like all of that

#

152 material slots, yow

somber kelp
#

πŸ₯²

somber sequoia
#

ah probably lots of that is particles

#

still though - your computer needs to render this 2 or 3 times, so your own performance will be poor

somber kelp
#

Oh-

somber meadow
#

surprised how this fits in 10mb

somber sequoia
#

yeah no kidding

wind skiff
#

4000 bones???