#avatar-help
1 messages Β· Page 12 of 1
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?
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
check to be sure the piercings got weight painted right, or are attached properly... but how are they actually attached? I usually just merge them with the body mesh before exporting.
let me go ahead and do that but i have not merged most of them to the body so that may be the issue but i did merge the lip piercing with the head cause visemes but that one does not move with the head either
recorded a video to better show the issue because im sure i explained this really poorly
as you can see not even the lip piercing stays where it is supposed to
okay... but you probably need to test in pose mode in Blender, then in Unity before trying in-game, you can't really see why from this
is this the only error? If not, post the first 2-3
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
anyone experienced this before?
probably overlapping UV islands
hm
looks like an outline shader that's set super high
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.
Probably the skeleton isn't straight in the right places if I had to guess, and VRC is "correcting" it
I had this same problem. I also had to mess with bone alignment a bit
Like going into Blender?
Yes
That...sucks...this was a Gumroad model and it doesn't come with a blender file
easy enough to just import the FBX
Wouldn't that break the model?
And also wouldn't that mean the model would have to be re-set up
as long as you do it right, it shouldn't break anything
Moving ik bones will cause issues
i dunno what happened but i made a new project and i added vrc fury even when the description wasnt saying that i need that
and it worked with it
Youd have to redo the import settings and copy everything else via pumpkins avatar tools
eh, I've had pretty decent luck with this not needing any kind of full reset
I hadnt
Like what would need to be edited in Blender?
though I avoid hanging anything off the armature if I can help it
Yeah I've never had any issues completely changing things and replacing the FBX
Been there, done that lol
been there, done that
Would I have to move her feet, her hips?
That depends on how its set up rn
Did I import this right?
it's in there, so I assume it's right π
Now what?
View the avatar perfectly from the side and enable "in front" rendering in the armatures property settings so we can see your bones properly
in front?
does anyone else had the problem that vrchat removed the quest side of the avatars recently?
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
But they're not
that doesn't seem likely, there wasn't any announcement about it
The leg bones are inside her legs
Not what i meant
Vrchats ik will try to line up your body to proportion of humans
So stand up rn and have your face lean further back than your feet - tell me that doesnt feel unnatural
So what should I do, line the toes to be more under her head?
I would try that, yes
I personally would start by deleting end bones
As a shortcut, i would also shrink the feet bones - just as a test to verify its that before spending hours in blender
shrink em in blender or unity
found the issue i think.
the open beta
So go into Pose mode and just click this?
bump
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;
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.
Unity has to be 2022.3.6 or 2022.3.22
Speaking of the CC. Mine is getting stuck on queuing Unity editor install?
#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
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
this will help: https://vcc.docs.vrchat.com/guides/getting-started
@mortal spindle install manually then show it to vcc
@mortal spindle unityhub://2022.3.22f1/887be4894c44 while unity hub is opened
This is more a question about substance painter than anything else, but can I use the $20 basic version to retexture vrchat models?
Or do I need the expensive version ;-;
there's a basic version? huh I had no idea
oh $20/mo
Yeah that includes painter - the $50/mo one includes a bunch of other stuff that seem cool but I've never tried
Need help with this I have no idea what causes these lines that looks like I am wearing someone's skin
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
fun with weight painting
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??
break how?
they just get messed up shading wise, very strange, blendshape normal settings are set up correctly too
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!
gogo loco generally replaces most of the locomotion, did you merge things together somehow or just use vrc fury?
im using modular avatar which im not familiar with
oh, I'm not sure how that works unfortunately
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
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 π
yep, lines up with what I'm talking about
For some reason, my exported animations for my avatar imported as transform animations and not muscle animations O_o
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
bit of a learning curve, but not too bad. You can do it π
This is what pops up when I try to export my avatar from blender-
you don't need cats to export, but if you want to use CATS on Blender 3.6 you need to use the unofficial fork
got it thank you!
By the way I got my problem taken care of for now
Is there a way to tell if the leg bone is pointing straight up and down?
compare world coordinates of the bone's head and tail. Or if you're in Unity, the bone and its direct child
What are these red circles for?
I've added an animator to the mesh, why isnt it showing in the Inspector?
.
it's on the character instead
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 itβs still doing it.
you could make a support ticket about it here https://help.vrchat.com/hc/en-us/requests/new but you should change your password just incase
who knows how to animate?
Hi, need rookie help with avatar.
What setting in "liltoon" shaders disables this reflective effect?
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)
oh, nvm, solved
was 'backlight' in advanced settings
I would be careful with dming random people in this server. You are 9 time out of 10 going to get scammers.
gkossybab is another scammer
how i can make the sky and the floor look like that ?
Use a skybox and a plane with an image texture on it as floor
honestly it could also just be a hemisphere skybox
Sure but that's not common practice for worlds
i agree but i kinda have a feeling that thats the case for some reason
The ground seems to be a parralax Shader
WHO makes custom Avis?
What if someone does?
Anyone know why this is happening? this is really weird and i guarantee its a easy fix
oh wow that IS really weird
You should read this #1138526588728782891 message
second paragraph.
This is the WORST place to ask for that, this server is full of scammers and people will over price the crap outa it
ofc man
What is wrong there?
how are you moving the mesh
pose mode
via bones/armature or
bones
yea those vertiices are most likely not added to a vertex group
Do you mean those stray lines?
yeah!
ie. theyre not being moved with bones because theyre disconnected from the bone groups
leme check
thank you for helping lol
try to select those stray vertices, find the vertex group theyre supposed to be in and make sure you add them to it
im pretty sure thats whats happening if its happening in pose mode
Can't really tell if those actually are stray vertex edges since it doesn't show vertex selection like other do.
i cant because all of it is connected on one obj and it snaps back into place in edit mode
You can display how the mesh deformed in the armature modifier.
even if i select all in pose mode and weight it all down those points still stay there
I'm just deleting the vertices I've never had that problem before
thank you
real LOL
cant cause problems if they aint there
thank you as well
Lmao i swear every now and then i learn more about blender lol
have a good night guys thanks again!
or morning lol
no problem if you need any more help dont be afraid to ask lmao
how do I get it in the box?
I can't export the hair and that's the only texture left I need to be done
just turns black
Pretty sure you need to go back to your 3d modelling program and move the UV tiles left by 1
this ^^^^
unless theres a way to move UVs in substance
Right click, Set offset to 0
Or 1 in your case
If it has tiling enabled, it will repeat itself as tiles, so realistically, it should still work
anyone know how to fix the weird jacket? (i am using vrcfury btw)
What "this"?
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
the weird drag on the jacket
Did you delete some bone? And how did you add the jacket?
i deleted the hoodie and hoodie string bones, and added it with vrcfury armeture link, blendshape link
You must not delete any bone. That's the result of deleting a bone where some vertices depends on it.
ok will retry this π
tysm:D worked like a charm
do u feel something is wrong with the bra? if so i would love feedback
either its clipping or its pretty much the exact same color as the skin in the lower half
i cant tell x) le blind
oh, you mighy be righ, thanks, i'll try fixing that:]
Do you google anything at all?
there's also #animation but maybe you can be more specific?
definitely not
i want to make animals walk
I looked on utube and I cant find a single video on how to make walk animations in unity
not a single one
I'd probably do that in Blender
why
seems a lot easier to deal with
i think blender is hardest
most unintuitive
slowest
overcomoplicated
undeveloped
software that exists
tell me you don't know how to use blender without saying you don't know how to use blender π
i try to avoid it
blender is 100% alot easier to learn/work with animation wise imo
also alot more documents/tuts for it then unity (atleast from when i was learning)
I wish we could pin this
show me the easiest way to animate
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?
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)
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?
You can absolutely disable the physbones when the hat is enabled, just add that to the animation
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
I dont really know how to disable physbones, especially just for an animation, could you link a tutorial?
no, it's just like disabling any other game object
uncheck physbone
would do the colliders but im trying to make it as optimized as possible
component
lemme look real quick
yeah, I put mine on separate game objects, but you can also just disable the component.
where is the bone component? (Im stupid)
it's your avatar, we have no idea
ah, i thought it was a menu, sorry
I hit the checkmark and it disables physbones, right?
yep
But in that component, near the bottom is a "reset when disabled" checkbox you may wish to enable
What does that do?
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?
I've been meaning to try to use the Upright parameter for this
that might do it! will play with the value and see
thats instation, might not track for fbt
yeah I was meaning to see if that's set in 6-point tracking while in a station that sets it
this is somewhere on my giant todo list π
ah the docs say it's true if in station, so probably would be in that mode too
does anyone know how to add quest-compatible seats on avatars?
I am having the same issues with the same avatar.
It may be an issue with how it was exported from the modeling software
Unfortunately, I haven't been able to get in contact with Fawnit
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
Yes, though there's almost never actually a good reason to do so - what are you trying to do?
so i made some clothing toggles, but my facial expression stopped working
(i used vrcfury for the toggles)
okay....
do i need to make new animation clips to and add them from vrcfury gestures or can i use the clips i have somehow?
I've not used vrc fury gestures but there shouldn't be a need to remake gesture animations
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
"it" here being VRC Fury?
yes
I need help uploading a emote.
I'm already trying to help you in the other server, no need to do both. Yes, different discord name.
how can i animate a blendshape that is used for blinking?
i wanna make an animation where the eyelids close halfway but it won't work if the blendshape is being used for blinking
Or you can disable the VRChat-automated blinking with the VRC Animator Tracking Control component.
Hi Zero π
do you ever sleep
ugh
how do i fix the bone mapping since she doesnt have eye/mouth bones
just remove them
I'm so glad I'm not going crazy
ie set to none
Ok
Also how do I make physbones so her hair has physics
You hit "add component" (on the hair root or an empty game object) and select vrc physbone
?
a question mark doesnt tell me what confuses you
Also how do I go back to the bone editor thing I'm new to unity
if you mean the rigging setup, you don't need that here
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
π€
What would the hair root be
Sane artists call it "hair root"
Root = fist x of something, so the firstmost bone from which all hair stands originate
Alr
Why are my avatar animations importing as transform animations instead of muscle animations?
How do I move it in the box?
IMO if you're using a UV tile setup in Substance... don't.
How do I disable UV Tile?
I think you have to make a new project without it enabled
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.
Help I restarted unity and now when I drag pearl back in she doesn't show up
one assumes "pearl" is your avatar? Got your shader package installed?
Yeah that's my avatar
And I have poyomi there
hey i brought a texture and it looks like this, idk why but can someone help me with it
nothing worked and isn't this normal or?
how is it not alligned
Unrelated but ily avatar
really have no idea from here, not seeing it
at the top you're in texture paint mode, you need to be in UV edit mode
I already checked there
What am I exactly looking for?
select all parts in the right-window and see where things show up in the left
Or click the "UV Sync Selection" button in the very upper left of Blender
How do I test my phybones
go into play mode, grab the avatar in the scene view and shake it around
in the game view you can also grab things like ears/tails/dangly bits of clothing
does anyone know how to do a toggle for one hat? , my animator keeps breaking my avatar
yes, lots of us do. can you provide more detail?
Ok
How
Nvm
Exactly what I needed thank you
And did you find the islands are shifted?
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..
Anyway, just move it all -1 in the x direction, should be fine
I'd move it exactly -1 unit
getting that misaligned will be annoying π
but hey, whatever method works for you.
Mmm lemme double check that it is perfectly aligned then
hop on SARPBC
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 β€οΈ
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
does anyone know if the gesture manager can in some way test jumping and walking? the actual mostions, not just the poses
Lyuma's avatars 3.0 emulator does
well jumping for sure, not sure I've seen a walking one
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...
some research on the subject is here: https://vrc.school/docs/Other/Benchmarks
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
maybe its just a unity thing - haven't uploaded it yet
This happens with non-copied items too, like animations i created inside the project
I have definitely not experienced this.
okay thanks for now :3
meant this for @unique cloud , sorry I didn't reply
oh okay still - thanks
hmm ill see if i can find any more info, thanks tho!
how do i make a toggle that freezes all movement of my avatar in the current pose i'm in?
like something that completely immobilizes it
But you need to be doing it in a layer such as Action
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?
You add this onto the animation state
what do i animate? the avatar root?
if you just want to freeze the avatar, just use an empty animation clip
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"
thank you!
can someone tell me what the problem is ?
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.
can u tell me how to remove it ?
Just one more thing. I need to set it to "animation" to stop the tracking right? As in to freeze it in the last position before toggle?
find it, select it, then in the 3-dots menu at the upper right, "remove component"
Read the docs - "animation" means you will animate those things. "tracking" means it'll be driven by IK, i.e. normal you-moving-the-avatar movements.
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 π
I kinda bet it'll be forced into a default pose
Ok, i didn't understand the documentation to well, thank you for explaining it
ah okay!
ty
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?
I NEED HELPπ my textures exist when its on standard light but when i put it to vrc/standard lite, they dissapear
(its only the parts i downloaded)
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
Did you compress the textures?
Textures can disappear if you make them to small
So uhh,this happens everytime i enable gesture manager, and its supposed to be a novabeast xD
I have a question is it better to use limit on physbones or use physbone colliders?
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)
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
nvm, turns out when i modelled him in blender i did it in the floor, THATS what defines height.
useful info
aslo explaisn why the first time i exported him he was in the floor.. lol
In the middle of optimizing an avi and this is in the red, have no idea what this is?
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.
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.
I thought it was the view point, not the eye bones
oh also yeah, floor.
unmap the jaw bone in the rig setup
unless you use it, of course.
is that indicating the object's parent?
@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?
I'd join all of that into one mesh object personally
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
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
And it should join the blendshapes automatically if they're named the same?
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
try configuring the rig, clicking pose>reset, then pose>enforce t-pose
In here please, so others may benefit. Not sure what would be weird, ctrl+j will join objects of the same type, works for me. Assuming a reasonably modern Blender.
how do u merge a detail layer for fighterz on quest
fighterz?
Would anyone know how to make nightvision?
generally i see it done with custom shaders
yep, definitely a shader, you can get a few interesting ones
Does anyone know what base this model is using?
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
if it was posed, would it show in blender and also not be straight in blender? itβs straight which is why iβm puzzled. i do notice that if i separate the wrist bone from the elbow and just move the elbow bone down slightly, it fixes completely, so itβs just the elbow bone thatβs messed up
how do i reset poses in blender?
(but those should probably be at the origin too)
pose mode, select all, and in one of the menus (I forget which) is clear transforms
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)
anyone who knows vrchat shader materials and such, would there be a way to replicate this in unity materials?
it uses a matcap shader with a transparent texture overlay for the mustache shadow
poiyomi is likely your best bet, it can do transparency, matcaps and outlines
thanks!
though the outline doesnt really need a shader since its using the solidify modifier and it'll be part of the mesh
the issue is still happening unfortunately. i cleared transformations, applied transformations to all objects
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?
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
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
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?
is the toggle/anim's parameters sync'd?
Yes
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
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?
What do I do here?
Your avatar needs some tools such as Modular Avatar, VRCFury.
probably the links of the dependencies are in the avatarβs store page.
I already imported VRCFury ill keep fidgeting
Looks like default muscle settings (rig configuration -> muscles)
Anyone know how to make an avatar world constraint for placed object using the new vrc constraint system?
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
How did you add the mask functionality
in vroid you can just add it as part of the clothing item
Right so are we still talking about vroid or a vrc avatar
but i think that when i converted it to fbx that was deleted
a vrc avatar
A mask is nothing but a texture so im sure you have it somewhere
ok, thanks, ill go try finding it^^
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
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
ok, tysm:D
can someone help me please
whats happinging here? a lot of the avis i have be trying to upload have this problom now
show moreeeee
thats the only red errors, what would you wanna see?
thats everything that shows up
@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.
okay so im trying to import the avatar and everytime i do it just wont import it and idk why and most of this stuff is partially confusing as its my first time doing this
its imported, not like its going to appear in your scene by itself. try opening the scene that comes with it.
thats what i clicked and it wont open it
Did you double click?
yeah but i might have figured it out???
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 
Banned isn't the same as deleted though.
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
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
Only if you have face tracking can you use eye shape keys for look directions
Ok thanks Digi
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)
Each arrow is technically an "or"
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
It does not, but there are prefabs (this being the only one I know is publicly accessible) that uses the eyelook bones and either contacts or physbones to get the angle and actually give you parameters.
https://samdutter.gumroad.com/l/VRCEyeParameters
im having trouble with unity to pop up on my screen and Im wondering on how to fix this?
Thanks!! This would work great, I've manually setup contact recievers in the past but this would streamline it a bit.
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?
according to discussion in #open-beta-discussion the twitching is a known bug that's being worked on
That's good to hear! Thank you
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
I don't know of one offhand, you'd probably have to build it
That's unfortunate. I'll look into converting that one, then
can somone please go look into my post on user support this is a serious matter that puts all group owners at risk
ok, I looked
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
What said "this may take a while"?
I hit selected platforms
And then android
Then it said that
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?
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
No
I have a PC avatar and quest it's the same one but one was put through vrc quest tools
you don't have the android build module installed on your Unity install
How do I do that?
press Ctrl + Shift + B in your project, click the android tab, and follow the install instructions listed
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
Alr
do I revert to an older version of unity for the quest version or what to do
All current Unity versions have Android build modules
^
damn nice timing :)
since you're already there click this and click add modules
you only need the base android build support module
then that version wasn't installed through Unity Hub, but through a standalone installer
you can still install the Android build module on standalone unity installs by doing what I replied to originally
I shall do this
yes
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
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
I believe they're mainly here https://creators.vrchat.com/avatars/avatar-performance-ranking-system
I'd think it'd be the other way around - usually the armature moves the mesh
is it weight painted to the bones?
Yes
yeah you need both an armature modifier on the mesh, and also appropriate weight painting
those are two separate things, both are required for this to work
cool, that's one of them (assuming that's the correct armature)
ok, so now weight painting
Purple means the mesh has no vertex group matching that bone, and thus no weight paint
ok
I did a little painting and it isn't moving
The mesh moves with the rig in object mode but not pose & edit mode
in object mode that's just about object parenting
Unless there are constraints (but that usually turns them green), the colors are just for use to see them in the editor
let me see for some constraints
How do I make it so that there's an animation always playing?
I have a heart in-between my horns and have made an animation resembling it floating. How do I make it so that it's always applied?
https://gyazo.com/c391e951ed28f655dd6f96251bda3bbc
just drag it into its own layer in the animator
ok then the colors are just colors
yes
Okay, thanks! Didn't know if it was like how it was in 2.0 or not.
so
?
what could be the issue
I have no idea what you're doing, so...
I'm trying to make the mesh move with my armature
if you haven't watched tutorials on weight painting, that's where I'd suggest starting
.
oh I saw that but it's not like I can see what that means from here
I did weight painting for the arm and did a test and it wasn't moving
-# kindly ignore the BG Music
Are you using Auto Rig Pro?
Asking since the screenshot you sent before are the bone colors used in that addon
Yep!
ah I was wondering what does that
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
that's really just a matter of draging the mesh over the armature with shift held
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?
first make sure that all uvmaps are named the same. how does atlas end up looking, mostly white as well?
The atlast itself- it doesnt even show the body or head texure- just the eyes. How do I check to rename the uv maps?
does anyone know how to set up pcss
@agile reef did you already combined smth or?
yes I do. if you purchased the package it has a tutorial you can also join their disc server for specific instructions
I combined all the meshes together using CNTRL J
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
not sure if I can roll back that far I'll be honest with you- but I will try that
edit: I can! muahaha
do you know by chance how to select an item from material? I have my generated material list and I have no idea what is attached to some of these
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
Iβm currently trying to add an asset on an avatar- when I put it in the scene itβs invisible unless I look at it from a certain angle
@agile reef edit mode - pick a material - select assigned or smth
i purchased it and have it but someone else helped a while ago but now it got messed up and i dont know how to fix it, idk if you would be willing to help me
ah wait you mean just to find what uses it in the whole scene? no, cant say from top of my head
yee, ah npnp
it's be easier for you to watch the video setup in the discord server. can I DM that to you?
alright so the UV Map thing is all fixed- it's still happening and the atlas is looking like this, no sign of face or body on this.
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.
I thought that as well and tried- but both the head and body go white. wondering if it could be something with the shading tab?
atlased texture should still show them then...
I tried something to test it out- I merged the Leopard ears texture with face and body just to see what happened- and the leopard ear texture is perfectly fine- but head and body are white. this is the atlas
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
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
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. π
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
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
@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"
would changing any of these settings possibly fix it in the shading tab?
looks fine i think, texture is base color, combiner should pick it upπ€·ββοΈ
is there a different way to atlas materials since I am using the cats plugin? maybe its something to do with the tool I am using?
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).
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?
pc its good i believe, 16 medium?
I'm aiming for good rating
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
if its dark grey unity tutorials its fine
the guides are no longer relevant or applicable not only because of Dawntrail but also major updates to the programs involved
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 Iβm using)
@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
is there a blendshape on the body mesh to shrink the arms when sleeves are on? If not.... that seems like it's wrong somehow
Iβm unsure, where do I check that ?
"on the body mesh" object
Doesnβt look like it
Itβs an asset Iβm adding myself thatβs rigged to Zinpia RP base
And are you using a Zinpia RP base?
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...
Yes
seems like it ought to fit then, unfortunate it does not
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
https://github.com/whiteflare/Unlit_WF_ShaderSuite/releases/tag/UnlitWF_Shader_20241014
Download the CORE Unity package
import the unity package you download from here, into your project
Is there a reason why my submenu won't work? Like they show up in game but when I turn them on nothing happens
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
Easiest and quickest way is just to open this in photoshop, and just edit over the places where it's at on the image
adobe?
Any image manipulation program.
Gimp
thank you
no idea but lately I've been making masks for the stuff that needs to be metallic and just using a matcap, it tends to look better.
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
select your textures, and in the inspector there's a checkbox
We've done that it hasn't updated
possibly it's a texture file you're not expecting
Idk we've checked every single one
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
Is it not possible anymore to overclock a blendshape? Set it to values higher than 100?
no, even tho unity now allows it vrc caps it at 100 still
use blender to normalise your values between 0 and 1
anyone know whats happining??
can you show the VRCFury popup error instead, or the details of that error
this one???
you're missing something with your NSFW asset
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?
did you do a new build? that says "the most recent build"
...
thank you
thats a little embarassing i dont know why i didnt think of trying that
Need to know how to import a poiyomi tool shader
it can import from vcc. see https://www.poiyomi.com/
Thanks, live saver fr π
how would i fix this? Using mobile shader
what is it?
the inside of the asset is transparent
maybe zoom out so we can see some context
insides are always transparent with mobile shaders, since they always do backface culling
you'd have to duplicate and flip mesh to prevent it
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
i keep getting stuck in the floor on this new avatar and idk why
don't clop the screencast, please. i think you need to remove AnimatorController from Animator component in the avatar root.
if you want to add some animation into your avatar, use VRCFury or Modular Avatar.
i copied it from our old avatar, and imported it to the new one
what does "it" mean? AnimatorController?
yes, although I fixed it by force importing it via pswh rather than unity
trying to build a quest ver.anyone know what this means?
just says the same thing over again
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.
thank you!!
why is it only showing utilities
try reinstall SDK from vcc, and restart unity.
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?
how to fix the issue where nameplate and chatbox are high up on an avatar=?
i found this info.(it's Japanese but GoogleTranslate is your friend) https://x.com/wapan_vrc/status/1389296479244746756
oke thank youuu
can't upload avi bc i can't change face shader is there a way to make it to where i can change it?
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
these are not errors
this is just letting you know that the performance ranking is poor
Is there any way to make it.. Not poor? Lol
errors are π
warnings are β οΈ
and perf ranks are as follows:
very poor: 
poor 
medium: 
good: 
excellent: 
yes, reduce the polygon count
that's what it says the issue is
you need to reduce the polygon count by 2382 to get it to medium
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
a little over 2k polygons
the easiest way is to dissolve edge loops
this is a blender thing
this tutorial goes over it
tyty
Is this a quest compatible avi?
no it's pc, it's like tha face material completely dissapears when i enter play mode
Try locking the material then go to play mode and let me know what happens :0
it does the same
hmmmm
Which shader are you using
which version anyway, like 7.3? Or like 9.0??
do u have 9.0?
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??
oh i got it, i figured it out
tysm
yes
oki doki, im glad its solved :D, have a great night
you tooo
can someone help me with contact audio?
ive watched like 3 videos but it still aint workin
channel;where is animatioin help?
I mean theres #animation but not specifically an "animation help"
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
physbones dont like to animate
you can turn off and on the component but that resets the physbone entirely back to default position
you arent really meant to animate the settings
Hmmm I see! Interesting! Thanks!!
I'll see how that goes ^^
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?
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?
it looks like your material slots may have gotten the order mixed up. I believe you can fix this in blender by separating by loose parts and then joining again, or you can fix it in unity by remaking the animations that change the materials
I often find it annoying that re-ordering materials in Blender doesn't affect the order when exporting
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
(answered elsewhere)
how do i increase the avatars "height" in my unity project? Is it just scaling?
yeah you can either scale the avatar root, or set the scaling factor in the FBX import settings
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?
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
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
Through scripts: Could I find out where all the players are?
I'd probably consider moving those things off the avatar, scaling it, then putting them back on
you can't script on an avatar, so nope
Awwww... But how do eyes that automatically look at other players work..?
It's alright, it's enough to only select armature + the rest of the things and afterwards adjusting the viewpoint selectively. Thank you though!
you can possibly do fun things with look-at constraints
hmm I bet you could do a shader for eyes that always looks at the camera, probably that'd be creepy
No
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?
you can make your own animations
Yes, I mean specifically the Behaviours.
right - you can't use that "new script" thing
That makes sense, I see. Thank you~
Can I somehow create parameters that would indicate the velocity/direction of my hands?
hands? sorta - you could probably do something with contact receivers
well speed anyway, probably not direction
Hmmm that should be good enough; I can always compare the previous values for direction... Interesting!
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
Ohhhh I see.
ha! my Unity just crashed and it wasn't even in focus and I didn't touch it
So I could technically have a sender and receiver at the same position, triggered when it goes fast enough?
yeah probably
Or does it only react to other peoples' receivers?
this is "avatar dynamics", if you want to look it up in the docs or in #avatar-dynamics
Oh great, thanks ^^
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
you want the velocity over lifetime part, make a curve
How do I make a curve? Because the curve editor is empty
select curve and then it should be active
there are no curves in the curve editor /nm
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
Thanks, I'll try that. c:
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
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
I also couldn't keyframe velocity over lifetime either
yeah that doesn't surprise me
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
@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
I want the particle go go back towards the emitter halfway through the animation, not go in an arch
yeah i'm demonstrating the particle going backwards
like i said arch is just for demonstration purposes
so both X and Y should be 1 and it'll reverse?
ah thanks for confirming - I figured this would work but hadn't tried yet
I thought I only had to reverse one direction, thanks! /pos
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
Tried it, didn't work
do you have start speed set to 0?
No, it's 5 IIRC, but the animation is fast enough that I decided it wasn't worth the effort to make it reverse
how can I reduce the polygon count in cats blender plugin?
probably don't use cats for that
but with cats, I can keep the shapekeys
you can anyway?
But it seems, the decimation area is gone
blender itself has decent decimation, and edge loop dissolving is better for a lot of cases
But they want me to delete all my shapekeys for it
in 3.6/4.2? shouldnt
if you're doing via modifier, sure, but you don't need that
I use 4.2.2
edit mode, mesh -> cleanup -> decimate geometry ?
be careful around the face, this will likely wreck visemes and other expressions
(any decimation does)
not sure waht this should do
Slide the ratio around while watching the avatar, decide where you think it still looks ok
nothing is happen with the ratio
ok it works, thanks.
Is this the reason why cats no longer have the decimation button in there addon?
why have one when blender has it built-in?
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
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.
Yes
I'd argue the new one is the official one now π
(since the original has been abandoned)
But I guess, weightpainting with X-Ray does still not work, right?
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
I heard that many peoples hate it that blender doesen't support it while Maya and other software can do it.
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
sometimes, its making it easier, for example if you have a snake and you wish to weightpaint the other side with.
I'm not sure what would be hard about that I guess
maybe I should look at Maya again, it's been years now
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.
but you can paint through mesh, if you just turn off "front faces only" so maybe I'm missing something
you see if you miss something, if they dont move if you rotate the bone.
no I mean I'm missing what you're saying isn't available in Blender
is a feature that was wished for many years and got be a running gag that it is still not added today.
i often just hide the parts of the mesh i'm not weight painting
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
hiding faces in edit mode also hides them in weightpaint mode, texture paint mode, and vertex paint mode.
yep
to bad if its a model you didn't made yourself and the creator didn't made seperate materials or something.
hover over the area and press L
that will select all connected faces
can make use of seams too
you can also select face loops and hide those to isolate certain areas
like fingers for example
also the thing where you can isolate painting to only vertices already in the target group
yep, there's a lot of ways to go about it
yep
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
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)
He said it too
https://youtu.be/4fICQmBEt4Y?si=f4ZiXKzmHWLInVz5&t=156
that's an ancient Blender
And somehow, I selected this:
ancient Blender?
2.8 is ancient
2.8 was the big update where everything turns out modern, I mean just take a look on 2.79 and bellow:
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
Any1 know how to make the cape not 1 sided?
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:
duplicate mesh or use a shader that lets you disable backface culling
heh I am currently working on my laptop without numpad
Dupe in blender?
Yeah
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.
yeah I never really spent much time with < 2.9
it was a pain bellow 2.8
that was why. Also I had access to Maya then
How does that work with physbones tho?
you'd have to verify weight painting on the new faces of course
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?
discussion in both #avatar-optimization and #quest-optimization but look at texture sizes, removing unsued blendshapes, fewer objects, etc.
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?
vrc quest tools has a way to do it, I'm not sure if there's a programatic way otherwise
VRCFury can do it too with it's "Blendshape Optimizer" component which non destructively bakes in non-animated blendshapes
Ah cool
alright ill try that thanks
π₯²
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
Oh-
surprised how this fits in 10mb
yeah no kidding
4000 bones???
