#avatar-help
1 messages ยท Page 14 of 1
the asset already provided a lipsync FX for that and on the item site they say blender isnt required, it's normal when I play around with the blendshape but it doesnt sync in playmode ๐ฅน I'm still confused where to put that FX and all the lipsync animation stuff
Sounds like all you would need to do is put the FX on your FX layer. If you already have an FX controller, you can merge them using Avatar Manager 3.0
I do have an FX controller, can you tell me how to I merge them or any tutorial about it?
^ looks like modular avatar has a way to do it and is documented
read the doc. but i think MA gimmick has pre-setup prefab.
thanks but im not sure which one is the right one to add it to. is it here?
this is in assets>gogo>goloco>mainmenu
Using Avatar Manager 3.0 is really fairly easy. Add avatar manager to your project, open the tool, drag your avatar into the tool, then go to the fx layer, drag in the new fx from the lip piercing assets, then click merge
ty! I just took a look at it and checked back on my avatar, noticed the asset already has those set up but it doesn't sync in playmode, did I miss out any step?
That's not your menu, that's your parameters list. You need to add a menu item as a toggle that toggles the VRCEmote parameter, on your VRCExpressionMenu item.
oh so here?
theres quite a lot of menus so im not sure which one i should add it to
theres also this
If that's the menu on your avatar, then yes. Click the '+' button and change it to toggle. Then under parameter, make it VRCEmote and change the value to the animation state number you added your animation to.
i think lipsync doesn't work in Unity...
Oml ๐ญ I will ask around for more info about how to set this thing up since it hasnt worked, thank you both for the help!
is it this one? since im going to be changing the wave emote first
why does my avatar piercing look like this in unity (1st) but normal in blender (2nd (ik i dont have textures on just trying to get it done quick))
Have you tried reversing the normals in Blender?
is this a boy or a girl?
Boy
.
Maverick
i see
the ccreator of this avi should fix it
not a problem caused by u
i hate tattooes
good that there is a toggle
I sent them a message in their server but no answer yet so I'd thought I'd try to figure out how to fix it.
Do you want the link?
sure
got u
Appreciate it
Seems something in the animators are messing with colors for the opti version. Does the same when you mess with skin tone as well.
Hey Hey,
I've been trying to make my own Avatar for so long, I've been asking at the main server of my Avatar Base that I got (Rexouium) but I never got any help or any good answer.
Whenever I try to get the Avatar into Unity and add 1 or 2 Assets, I always get an error of too much parameters, or too much physbones, yes it's my first time making an avatar, and I just want to have my own.
I am really curious what creators do to make Quest compatible avatars with face tracking and a bunch of other assets, I really have respect for avatar creators, when I see that I struggle with those simple things ๐
what does this mean?
Nice! I wish you luck. Thankfully the pc version seems fine. The opti seems a bit wonky if amything.
with opti u mean ?
did u have to fix anytthing before u could even use it?
I had to re-upload it a few times. First time had the avi in the ground. The only issue I see now is the hair changing color when uploaded and fixing itself when the tattoo toggle is off.
I see
Still working on a fix unless the avi creator gets back to me. Still learning stuff in unity.
that's good
did u import these?
does anyone know how to swap a bunch of materials on particle systems at once with vrcfury and a toggle to explain better my avi has a pallet wap where it goes from white and blue to black and red im using rudius's magic system and changing the colors of the spells is as simple as changing the color of the prticle materials but i cant animate this with piyomi because piyomi shaders dont seem to work with partice systems i found a slow and painful way to do it with the material swap property but i have to do 1 particle system at a time and have to do it twice once for on once for off theres like 50-60 diffrent particle systems to change
if an avatar has 2 elbows and I plan on using constraints, should I use the first elbow or second one as the mapped elbow
Poiyomi shader can work with particle system. But that require you to correctly set up the shader for whatever purpose you want it for.
how does one do this i havent made an avatar in like 3 years so ive forggot alot of this
it just needs to work like the default unity particle renderer
You'd have to solve according to your issue. So what does it actually do?
What made you call it "doesn't work"?
as far as i can tell just renders the particle i didnt make this asset and im just modifing it so my knowladge on it is kinda limited
just goes invisible
What poiyomi version and what are the material settings?
pro 9 and
this is the default settings
I meant the poiyomi material you're using for the particles.
i could use any that i would need i usually defaul toon though
Aren't we trying to make the poiyomi shader work on particle system though? Or are you going to use standard particle and make lot of material instead?
if possible id like to use piyomi so i can animate the color of the material
it aalso seems that i cant get a preview of the spell in the editor i have to build the avi to see if it worked
if you know a good way to do a mass material swap i have the seprate materials i could use but atm i can only figure out how to do each little particle system at a time with vrc fury material swap and ive got 60+ of these things
Editor scripts could automate the process, but you'd have to create scripts for that specific purpose yourself.
yea i have no clue how to do that
Then only way you could do is manually create the animations.
is there a way to copy the options in vrc fury
No.
Have you tried using Copy Component menu?
tf is that?
okay nvm
brain just died for a sec
this has to section is the toggle its a transition toggle that desolves my material to the otherone for my avatar for a pallet swap ive got the transition in don and id like to copy them to the transition out
Would be better if using animation.
i dont know enough about animations
VRC Fury can only take so not so far because of it aim for simple tasks. If you want to do more complex task, then don't rely on just vrc fury.
one hand done
hay all im trying to add a phys bone to a leed so pepole can grab it and pull on it but i cant seem to get it working hers what i got so far i woud be happy if any of you can help me out and or walk me throw this
when I upload the menu doesnt work when I click on it and the emotes dont work for some reason, they all worked before on previous (same project)
Yo i made a new project for the girl avatr, but when i uploaded it and everything it uploaded as the boy one, so now the girl avatar is on the boy project idk why
it like uploaded as he boy one i did yesterday
Clear the blueprint ID and it'll be a new avatar
it's likely you didn't and so when you uploaded it just updated the old one
i copied the blueprint id today for the girl and i pasted it
oh that should do it then. Assuming you have the right one active in the scene
I might jsut delete it and restart it
yep, could do that too
since in what to fo now for the most part
ik*
how do i delete the avatar on vrchat
and on thr project menu
VRChat SDK console, "content manager" tab
ok
What am i doing wrong here
what are you trying to do?
Add a mmd add on
Iโm just confused because Iโm trying to import the whole zip but it just gives me that error
yeah I read that as whatever zip this is, it's not actually a blender add-on
yeah blender version might be an issue too
help me what dose this mean
Okay, so I'm trying to upload Cryptia Curves' DCT Studios Angel avatar, and well- i keep having the same issues when trying to build. but could not and gave me the build failed error
likely there are other errors if this has happened, so you'd have to post those instead. First 2-3 is ideal
@white geyser i have to restrat everyrhing ;-; i made the girl avatar and it like uploaded on the guy one
well maybe noy
not*
ill go into dave and see if the stuff is still there
dave is still there
how can I fix It
you haven't shown us the actual errors, so... no idea?
there's more
just what it says, you have a missing script. Install whatever is missing or delete those scripts.
help please ;-;
my school wifi isnt letting try my avatar
so idk if its fixed or what
nope its the girl avatar
ill jsut delete it
I was able to upload my avatar, but I noticed that the floor level on my avatar doesn't line up with her feet. When I put my controller to the floor, it's only able to reach knee level. All other avatars work fine, so it's something off with my upload
possibly your avatar's origin is not at the world origin
click "fetch"
nothing happens
you must not have any avatars uploaded
no i have non i jsut uploaded this one
do i click build and upload?
then i do the thing?
upload an avatar
i did ebfore but i messed smth up so the girl like overroad the boy avatar so i jsut deleted everything
and restarted
so im uploading the pc first
ok so yeah, no need to copy anything, just upload it
once you have the PC one uploaded, you can copy the blueprint ID and put it into the quest
yes ๐
how you organize your project is up to you, so save the scene wherever you want
im new to this so idk
i tried uploading the girl version and it like saved onto the guy one
so i jsut deleted everything
and restarted
do i go into content manager now and copy the id and paste it and upload again?
copy the blueprint ID that's now in the Pipeline Manager component from the PC one to the Quest one and upload the Quest one
those should be the same
delete the scene avatar now then switch to andriod
ok
now what
delete dave varent?
there are tutorials for this, and I haven't done it in a long time
As far as I can tell, it is. Unless there's something I'm missing
ok so i just put quest i and fixed everything
how do i upload it now
copy id? and paste theren atach?
hi, i'm trying to add a "slider" to change my avatar's hair color (which just swaps material on target objects)
these are the 6 materials
blendtree sliders in the animator
yay blendtrees
and the actual animator thing
when i enter play mode to test the hair color changes
you don't need anystate here. just entry -> blendtree
if the slider is at 0, the hair is just white, as if no material changes were bbeing done
will try
being at 0% causes the hair to just be white (not the same white as the last hair color change, this one has no matcap at all)
which is odd because the default material for the hair is the black one
it should be the "hair color perm empty" animation
yeah i thought of that but that animation is just empty lol
not sure why you want that though
I used this to create the slider
I'd just remove that one entirely
gonna remove perm empty from blendtree and see if there's any issue
Fixing avi hence broken mats, avi is dropping significantly into the ground. Tried moving her origin in blender didnt work
issue still present oddly
only when slider is at 0%
it'd probably help to watch the animator while changing the radial, rather than the "scene" view.
so i had to size up my avatar for a certain asset to work but now my ingame view is in my balls and not where my head should be
how do i fix that?
avatar descriptor
change view position, it's in the avatar descriptor
what do i do with it?
Place it between your avatar's eyes
i dont see a dot
make sure gizmos are on - little globe in the upper-right of the scene view
should be something like this
yes, that's where your view will be in vrchat
kk
i placed it here
are they very, very poor?
tyy <3
might wanna check in builder
me?
its very poor but it shouldnt turn into a robot yet imo
well cool i jsut uploaded my first avatar pair
only took 12 hrs
but now i kinda get it
?
just thought maybe that's why it was a robot
my gf is gonna try them out rn and see if they work
ill get back to you once she tells me
alright
Does anybody know how to section off the the main avatar from the optimized version in unity? Evetime I upload it the main one pops up but I'm trying to view and upload the optimized version.
just disable the one you don't want active by unchecking the checkbox in the upper-left of the inspector
btw @somber sequoia, just solved the issue, actually you gave me the solution at the very beginning
here
oh good ๐
you don't even need the exit there
'cause one of the animations in the blendtree will always be active, no need to exit
There a way to adjust the armature parts like make the arms longer but when it goes into play mode they snap back into place of original. How can I fix this?
I'd do that kind of reshaping in Blender
my gf says they both work on quest
perfect then
Let's say idk how to use that yettt
okay, then this probably isn't going to work very well. I think you'd have to build some animations for this, but I'm not sure how well scaling humanoid bones actually works, if it even works
I see. Thanks anyway
i have no idea whats wrong i already merged all the paramaters that vrc fury adds and i optimised it but it lookes like it adds even more and i dont know where or what or why this is happeneing please help @somber sequoia you are like the most helpful person here, do you have any ideas?
please don't ping me asking for help on new things
also there's a VRC Fury discord, might be a good thing to try. I don't use it on my own stuff.
shii sorry
alright
sorry
its cause there was probably something wrong with the avatar now that they changed the upload sizes and i also noticed that the vrlabs marker also tends to break and cause security checks
bet thing i would say to do is if its your avatar to open up the project and reupload both sides (pc and quest) to see what the problem is
9 times outa 10 its gonna be a size problem or a vr labs marker issue
and if its not your avi then its dead till the uploader fixs it
it is one of my avatars
yea it is weird. Because I have the same avatars twice just with an other head. Stats are identical and the 2nd version is still up
yo i uploaded an avatar on android and it says its only pc on the vrchat website
but its saying its only pv
pc*
Press Ctrl + Shift + B, can you show the android tab. Also What Unity version and SDK package are you using
idk all ik is i uploaded other avatars perfectly fine
Yes, I did.
Heyo, I'm trying to create a sword from back to hand animation toggle using parent constraint, but the sword comes in the clothes that are attached to the avatar using modular avatar. I'm creating the animation from back to hand on the clothes armature, but the final animation doesnt preview at all and the toggle doesnt work.
why is it not letting me upload
also i somehow made the background white how do i uh revert that
The size limits will prevent you from uploading this
how do i fix this
also the guy one doesnt work
make it smaller
er how
see #avatar-optimization and #quest-optimization , there's lots of discussion
got a camera on the avatar?
lemme check
no, but it is 2 meshes
the model split
lemme try see if this is t he problem
it has its own origin
didnt fix it
i deleted eye brows in unity
i must fix this in blender first, might solve it
my model has several originas
this is what happens when i try to use poses with gogo loco. They all look different (and kind of close to the correct pose) but they are all broken in similar ways
i've been messing with gogo loco because i have a customized version i've built up over time from small modifications and i didn't want to lose my files, so i imported the newest gogo loco into a different project and imported some pieces from it (some just importing the folders and some imported using unitypackage)
due to this a lot of the linked files (blendtrees and motions referenced in controllers) were broken, so i manually fixed it, using the other project as a reference
clearly i messed up something along the way, but i didn't change any of the animations or controller logic, just fixing the broken references
this looks like maybe the additive pose is incorrect..
maybe it's that the controller is using different values for VRCEmote than the controller
the issue that the latest version of gogo loco has less slots for emotes than i currently have on this avatar
so i may have to redo all of the gogo loco controllers to use different values for VRCEmote
and that'll make it even harder to update in the future ๐ญ
Curious, when installing a prefab, is it possible to adjust the prefab's menu to go in a certain location?
So for example, a sword prefab. I want it to go to my Weapons Menu, not the Main Menu of my avatar. It's VRCFury related
most likely, i'm sure you can find it in the VRCFury docs. But if you don't install via VRCFury you can just add it to your weapens menu in a submenu control
I tried, I don't know if the documents have been updated. I can't find any solution
Just wish VRCFury had the option you can put the said prefab in a desired sub menu you want, not instantly apply it to the main menu
help
It does. Move Menu Item. You're better off asking VRCFury questions in their server
Or you can read the docs: https://vrcfury.com/components/other#move-menu-item
my friend is looking for the base model of the purple avatar. anyone know what its called?
make post in #1138520828556890214
kk
How do I make my avatar use multiple materials on the same skinned mesh renderer?
the mesh would need to be seperated into multiple meshes and given their own materials then merged back together into a single one in blender
No need to separate meshes, just make materials, select verts and hit 'assign' (blender)
Ok I'll see if I can figure that out
I think this is what I was looking for. Thanks!
๐
i have a part of an avatar that i want to lag a very small bit behind the movement of another part. I know that there's constraints and things that can do that, but don't know the specifics. does anyone have any insight on that?
how to make static poses for ur avatars?
can i decimate directly within unity or should i go back to blender for that
look into polygon reducer addons for unity/vrchat.
i personally use mantis LOD
thank you
Hey any idea why my feet are coming off the ground and tilting up like this when the animator is applied?
Also is there a way to adjust my arms during the idle pose? I made some changes in the muscle settings, and they moved, but I have no idea which muscles control the idle pose
and the bones, for reference
sounds like either your uvmap or material setup is fucked up, did you make the model yourself?
No i didnt, i did like mix 3 models into one though
ehhh kitbashing can rarely fuck up the uv map, is it one material??
(Horns, tail, and body are all from different models, and all have different textures)
Tail??
I meant hair
Srry
on your avatar descriptor, there's a view position thing
click edit, move the new arrows and white dot you see to between the eyes, then click return
so like select the parts you added and show me them in the uv map viewer
sometimes when you remove parts they can get fucked up there when you add them to new avis
(on blender)
Ok btw i joined the hair horns and body but they all use different textures so uh
One sec
pray im not right bc if i am im not really able to help you
i know it's not that
oh lord
oh?
its this tab in blender
just select one of the full models you imported from another model
(edit mode)
ok what now
you have been blessed by the blender gods, its not spaghetti so thats not the issues
wait a second
when you import it into unity you're trying to drag the texture onto the model...?
i tried dragging it into the hierarchy too
onto the model
so
you click on the actual mesh of the avatar in unity
hol on im opening my avi scene so i can get a screenshot
you're uploading for mobile, cant do that
i have a couple mobile avatars that glow
quest
uhhh
bright
i think its a different shader then
yeah you can have bright stuff just not
fully glowing
which is bright
its the mobile standard lite shader
tysm
the property you want is emission
it's
so cursed
highschool girls after saying "wahhh im so fattt ๐ญ"
n they ass is literally anorexic
cant fix the problem with the eyes
When I'm trying to convert the platform build to android why does it say the android player is disabled?
You need Android Build Support. It can install from Unity Hub.
I have it installed but it still says it is disabled
Open Build Settings and select Android tab. then take a screenshot please.
alright I found the place where it says I don't have it and when I go to download it, it says I failed to remove previous unity android support.
close unity. and retry
I don't have anything open that is unity related.
hmm... take a screenshot and show me.
alright let me load it up real quick
I clicked on the open download page and downloaded from there and the error I sent before this is what I got.
ah you didn't install unity from unity hub...
how can I do that then?
remove unity. and access https://unity.com/ja/releases/editor/archive . then, search 2022.3.22f1 -> click Install
So I just uninstall this and redownload it?
yep
Hey ya'll, got a question for you
Working on an avatar for a friend. We've got the hand gestures and the facial expressions separated properly onto the FX and Gesture layer. I also have the FX layer set up with the left and the right hand both controlling facial animations like a regular avatar usually does. My friend wants to be able to lock her facial animation to any of her expressions so that she can continue to move and wiggle her fingers around normally, however using the lock gestures button in game locks both FX and Gestures.
My question is this, How should i set up animations for her that can just select any facial expression and stay on it until it's toggled off, so that they can still use their hand gestures while their face is locked?
I was thinking i could just set up a separate layer that i can toggle a parameter to set the face to a certain animation, but i don't think that would stop the gestures from overriding it, or if it'd even work at all
any ideas? pls @ me as i may not check back here often! thank you :3
After reinstalling it still gives me the same error prompts any reason why?
please show me this window.
hmmm... weird. it should be work
yeah because now im getting this error
it lets me switch to the android build but it says I dont have it installed but when I click install it brings me to the picture I sent before this one and it says I have it installed.
try remove Library folder
I finally managed to get it working I just deleted it but redownloaded it without adding android modules until I got into the unity project and it prompted me to do so.
how do i add armature to an object in blender to attach it to a avatar in unity??
literally just need a one bone armature i can drop onto the armature of the avatar
if you dont plan on having a model deform then you dont need an armature
you can just throw it directly on the bone in the hierarchy in unity
but.. doesnt look pretti ;-;
also i wanna have it be on a springjoint
there isnt a difference between a singular bone and no bone
i just wanna have the shield be visible in the heirarchy easier
also would i need two bones to do the springjoint thing?
technically you don't need any bones for a spring joint
^
just two game objects, one of which is probably your avatar
the only time you ever need a bone at all is when you plan on having it deform
why do ppl usually use one on objects meant for other avis then?
๐คทโโ๏ธ
this is a very good question
its entirely not needed
but often the answer is they don't know any better
oh-
or for prefab toggles
where they tell you to unpack it and stick the bone on the hand or whatever but keep the mesh object somewhere else
still think ima keep the bone setup i have rn bc i had to split the mesh in order to get the materials working right
(i wanna run 2 materials over one part of it)
(blender does not love doin that)
you shouldn't need to split things for that, but okay
i also shouldnt be using 2 shaders on one part of smth but ye
sometimes you have to
its entirely up to how you want it to look
if i didnt split it then adding additional materials once in unity just rendered it on the wrong submesh
sounds like you didn't assign materials to faces properly, but that's of course a guess
oh, this is true, but why would you want to?
if you try then it deselects the faces on the other materials
I'm not sure how that makes much sense
one material is rendering a parallax sort of sci-fi "screen" while the second is poiyomi making the screen reflective and such on the surface
well it would if you're trying to weirdly layer - ok yeah
this is why
you dont need bones for that
not for bones, we were talkin ab applying multiple materials to one face selection
which is why i had to split the mesh into two parts
im just using the bone as an empty object to hold the two meshes now
are they like the same exact face location or what
yeah
er... so it could just be two faces in the same location on the same mesh
bc the object already uses multiple materials if i tried to add an extra one in unity no matter how i organized them it just wouldnt apply right
you wouldnt need them to be entirely separated meshes
how to double your poly count 101
or like what vulthra does now where they stencil the eyes
separate meshes would also double the poly count and now the mesh renderers
Sure but you've already doubled the material count, I suspect this isn't a big issue
yep, this isn't a terrible thing at all
it would render the same if the meshes were combined
sarcasm?
no, this is pretty trivial in the world of avatars with 97 material slots and 500MB of textures
just
just why
I ask that often.
sign out and sign in
Did you do as it tells you?
please use google
Tried that like 5 times
then reopen the project
The thing you sent when you said and I quote "please use google" ๐คก
mfw i am a jerk to random ppl online trying to help me that have zero obligation to do so
What does that even mean
when i click a gogo option my character does do anything
did you set gogo loco up properly?
i dragged the prefab into my char heierarchy then applied the same fx to the thingies
wheres that?
oh I see VRC Fury there. I've not used that method.
well how do i do it manually?
The creator wrote thorough docs on that method, just follow them
so like.. how do i set up custom springjoints? over here trynna throw myself into making first custom asset
Couldn't help myself.
crazy!
needless to say tried google, no decent tutorials
any ideas on possibly solitions for the mouth?
Hey I was wondering if this is normal or if the texture is misaligned. It's ment to be for the same body I have but idk >~>
i added 1 new blend shape and the whole avatar is like this now and is very big when uploaded and the view point is set at normal hight but acts like its in between the legs
someone help pls
what does this mean? I cant upload this avatar to pc because of this error
likely you exported from blender with different settings than before. probaby set the scaling option to FBX All
this is a side-effect, post the first 2-3 errors
This issue was resolved, it was me missing a prefab I needed
why is fix model merging a random bone with my finger that doesnt even have the same name or connected at all
did the requirements to pass security checks recently change? i made an avatar a few months ago that has been fine until i just checked today and it failed :(
it's not the most optimized, but i have another version of the avatar that's pretty much the same thing except with more physbones and that one is fine
i think it might be the scale of the avatar
it was just a gimmick where the avatar's armature was scaled down on one axis in order to appear 2D
Try to upload the avi again
I heard that some people ran into issues with their avis being falsely flagged
The requirements have not changed
(Unless the avi has an uncompressed size bigger than the allowed size.. or.. a download size bigger than allowed)
Cause those are now enforced iirc
Hey, just rechecking to see if anyone knows a fix for this. No matter what I do, the character and the VR world space aren't lining up
did you check the object origin in Blender?
Ah, okay. I'll fix that
And yeah, all the origins in Blender are at the center, with the character at the right level
and all transforms applied?
Yep
how do I get alpha map to work I got one for the hair to be transparent at a certain area but it doesnt actually become transparent when I turn it to fade/transparent/transclipping
one assumes your map has black as transparent and white as opaque?
so black is supposed to be transparent?
I thought white was the stuff affected
White is fully visible
Black is fully transparent
its still not becoming transparent
I did black for transparent
Where did you assign the alpha map in the material?
Does changing the alpha work without an alpha map?
no actually
what do I do to fix that?
Is this Poiyomi shader?
yes
There is a section right under where you took the picture from that you can use to modify alpha properties
Can you show how things are set up in there?
You have options like "force opaque" in there. So that's the interesting part of the shader
Yeah, that seems to be fine
And you are sure that this is the material assigned to the avatar?
How can i add a glitch and light Effekte on a Avatar thats working for the Quest ?
who here knows how to add sound footsteps? I followed two guides to try and combined both, but is not working
okay I made it work but how do I make not take the whole black off
nvm fixed it
I had a extra mesh above apparently for like hair highlights
Just had to remove it
Ah okay
That makes sense then
I was wondering if there was any way to bring the leg warmers closer together without unlinking them and such. Also if I do have to seperate each one, how would I do that again?
is there an easy way to make physbone colliders? im trying to make oval shaped ish ones for thighs for a dress so they dont clip through them or the legs constantly but dont really know how you actually make them or shape them
nevermind i pressed buttons and figured it out
anyone got ideas on how tf i should make a generic head texture for this shit
I want to install VRCLens on my avatar, but I didn't consider one thing. Because my avatar has FT. And I understand it complains that there are no free parameters, how can this be fixed? Because VRCLens itself is added to the menu, but it can't set up the camera
anyone good with constraints here? turns out this was more complicated than i thought
hello someone could help me. I would like to put an avatar head and connect it to the body etc and I can't do it. ๐ญ help me please.
sorry my english is bad
why would you need constraints for physbones
Example: butt
If you get Av3 Emulator and enable it
You go into play mode
Then you can see that the character gets moved back or forward, and the viewball stays in place
Basically you want to align the view ball's position with the playmode position of the character
I think this happens because of rigging, but I could be wrong
assuming that this is an animated avatar, their viewpoints can not be moved forward, but rather, can only be moved on the y axis (up or down)
At the top of Unity. Tools > Enable Av3 Emulator
Is that how generic avatars work?
So.. what happens if you actually do move the viewball forward?
Does it just not change at all?
it won't change in-game
if it wasn't obvious, animated (generic) avatars aren't widely supported
At the top of Unity. Tools > Enable Av3 Emulator
doesnt appear
i can only download it @fallow gulch
You should be able to add it to your project from the Creator Companion
But if what Xenarthra says is still true right now, and your avatar is not humanoid, but generic rig, then this will not help
You can click manage, and find Av3 Emulator in the list of packages
Then you can add it to the project
ok i restart
ok i have it enabled
dunno if i can see anything
When you enter play mode, try to see where the viewball is
Make sure the avatar is selected
You can scroll down to see the avatar's desciptor like outside of play mode
You can even click the edit button for the viewball
But you won't be able to move it in play mode
ws
Yeah, there is your viewball
So go out of playmode and move it
Then enter play mode and see where it ends up
(You only have to do this if the avatar moves once you enter play mode. If it stays in the same position then there is no point in hopping in and out of play mode)
.
You can only move it outside of play mode
I have no idea why it wouldn't let you move the viewball like that
in game it resets the x axis onm view
or whater that axis is
i can only move camera upwards
someone help
yep, my suspicions are correct then
it's an animated avatar
yeah, there's not much you can do about that
Pretty sure all you have to do is apply rig settings in the inspector
hi is ther a way to hide certian toggles until one is turned on and while its turned on hide other toggles
Click on rig then generic then apply
Huh
What does the animator component look like on the game object
See if unity generated and avatar file for your model
It should work now
is there a way to hide certian toggles until one is turned on and while its turned on hide other toggles
You cannot modify the expressions menu in real time
still doesnt work
i swear ive seen it on other avatars before
do you mean hiding toggles animation wise not the menu itself?
What does the animator look like
no i mean the menu itself i swear an avatar ive worn before had an entirely diffrent menu when you had a toggle on
i put it to idle then. But view hasnt changed still
dont think thats possible 
atleast not by normal means
define normal XD ive done some pretty not normal stuff with this avi
i mean like outside of what you're typically allowed to do like bypassing restrictions with a modified SDK
ive never seen a model that'd allow you to have entirely different menus when you turn on toggles
could i not have the expression menu swapped out using like an animation or something
pretty sure if you could ever even achieve that the menu would just not work (not to mention something like that would get performance heavy VERY fast)
my animations ciompletely stopped working
and imn in that crawl pose
wai
yes im in crawl
anyone know how to fix this?
your menus/fx layer have items in them that dont have their required parameters on your param list
so either add the proper parameters or remove your scythe,pen and gogoloco
Do you know where I go to change them? I tried looking for a while yesterday and when I found what i thought was the area to fix it it didnt work (I suck at unity)
seems like you basically broke the gogoloco prefab even more
remove the gogoloco folder from your project and add the package again, show the error if there's one
looks like it ๐
there shouldn't be pen stuff in gogoloco
oh thats a prop i added and it had a menu made for it but if i used that menu i wouldnt be able to use the gogoloco menu so i made the pen menu a submenu of the gogoloco menu, guessing that broke something though
it did
use a VRCFury "Move Menu Item" component instead
it'll non destructively move menus for you without having to mess with prefabs
again I need help
Probably there's another error above this - paste the first 2-3.
If not and this is a brand new upload, possibly there's a blueprint ID left over from the creator, you can't overwrite someone else's avatar, so it'd clear that for you.
I have no clue what I'm doing. Completely new to avatar creation, and am trying to import the avatar I made in vroid studio using the vrm converter, but it won't let me actually put my avatar in the thingy
Then again, I really don't know where to put it, it's also my first time using unity.
btw, private avatars that were never cached on people's pc will be error robots for others
like, avatars that are private, and other people never cached, will be error robots
doing some tests rn
Guys I have question. How can I make transparent picture for unity without using standard shader? (so it will be able for quest too)
It just still black for some reason
You cannot do alpha transparency on quest
got it
Ive figured this out now, how do I make custom emotes/expressions/items?
Thats like asking "How do i do everything?"
i cant sort out why my shader keeps going pink, its tthe only one to do it heres the error:
Why old poi
it happens on both 8.0 and 8.1
and because thats the one i have that i paid for
to my knowledge, 8.1 is the newest anyway
why can i not use Dynamicbones?
When i go to poi discord, the latest version is 9-something
Dynamic bones is old and was replaced by physbones. They do the same thing
when i do the auto fix it wont work like before
Then you need to adjust the settings in the script
anyone else knows why me and my friend see eachother as error bots?
Really?
its a vrc issue rn, pvt avatars cant be seen by others, idk why, just randomly started happening
so have u been also encountering this? it was fine a few seconds ago a did a small tweek on my avi and boom everything broken
Guys I have trouble, for some reason I don't see shape keys in any of this cubes, like it's everything is -none-, how that could happend??
What makes you think cubes have viseme blendshapes
Uhh..
lmk if u get any more info about it
Welp umm, if they don't have keys then why I don't see scene which has them?
I'm trying to make all shapekeys, like on this screenshot, but I don't see them for some reason
I'm trying to figure out why
did you export this from Blender but have a modifier that couldn't be automatically applied? Such as subdivision?
Yes?
OH WAIT I put subdivision but I'm stupid didn't use it
Let me try to fix it
Thanks you both for rn! :3

yep, this one has got me more than once
I never use modifiers on organic models so yea, got me only once
well time to pray this isnt gonna fuck me
it's not, it works fine ๐
well so far, cpu is at 100 and its blue, it was pink
blue = compiling shaders
ik
anybody elses avatars turned into error bots?
Hey, I got an avatar to upload from a creator but I'm really struggling with uploading it. I've never done it and would really love for someone to help me ;-;
hey kind of a dumb question but is there a good way to have a normal sized version of my avi and a chibi version in the same project and swap between the 2 with a toggle
Youd have to be more specific
yeah, it's make two avatars and swap the standard way. really is the best choice.
ah thats what i was afraid of rip then i guess
why be afraid of it? It's way easier than any other way
i wanted it all on one avi is all
not technically afraid just dissapointed i guess
really it's worse in most ways
how hard would it be to make a full sized nova beast texture fit on a cibi version i is not good at texturing and i like my texture i paid for
ah I've never seen either avatar, so wouldn't know - you'd probably have to compare UV maps
ion know how to do that either
it can be learned ๐
how does one learn
XD
i wouldnt even know what to serch
blender UV editor, UV map. or just compare the actual texture files, and if they're different, it'll take some work
is this the uv map?
this is the full sized texture
Looks plenty different
has anyone found a fix for the error bot bug? where your avi turns into an error botfor everyone except for yourself, or do i just have to reupload the avatar?
any good places to find free chibi novabeast textures
re-upload, and if it's not horribly bad it should be fine
dont know if this is the right channel but im trying to upload the imposter for my av but it sets it at 1,60 while my av's base height is 1,83 does anyone know how i fix this?
Slowly updating, anyone know a faster way?
.... you have that many materials?
I mean, look left
your computer is going to catch fire just because of all the draw calls
๐ฅด
pc runs fine with unity in play and vrchat open while using pcvr, soooooo
dose anyone know the problem because it goes transparent and also messes up the skin as well
I can't see VRCSDK or other packages under "Packages"
How can I fix it? I need vrchandsonly component.
install it via VCC?
Yes, that's what I'm doing all the time. Using creator companion to start Unity. I even have menus available.
But packages don't appear, like
If I go through folder, I can find vrc_onlyhands thing, for gestures, but can't select that in controller
how can I make the eye shadow appear behind the pupil, I tried fade and lower render queue than the actual eye but nope
use stencils
Which shader are those materials using
poi
Poiyomi supports stencils, this would be a good place to use it
Q: is it worth moving all shaders to one shader? ir all standared ones to poi Pro?
What shader you use is just preference
you can use standard or poiyomi, poiyomi doesn't have bad performance if it's locked (Game is CPU limited anyway)
@hasty grail avatars dont benefit from reusing the shaders, maybe tiiiny memory save. so better to have separete versions with only necessary features and maps enabled if were tslking poi
hey i brought a texture and it says to use photoshop and merg it, how do i do that in photoshop
what is outliine:?
and gr
Could someone please help me with this still
Anyone know how to make face gestures prioritize one hand instead of mixing?
imma try these and get back to you thank you so much
Hey, i need a bit of help. If anyone here ha worked on a Regulus2.0 Avatar before, is there a way to remove the default hair on it? I want to add new hair to the model, but the default hair, i fear, might pose as a issue. There doesnt appear to be a blendshape dedicated for the hair either.
No, Unity. I have no blender experience :p
Im not sure, how would i check?
Yeah, the hair is not seperate.
write defaults are on for all, i want right hand priority for expressions
avatar is stuck in the motorbike pose and i cant get it back to tpose no matter what i do any help?
does it have something in the animator?
i guess i might have messed something up, because it'll mix if i use both ;;
they all are

Thank you so much <3
doing multiple textures for my avis body and i have 2 setup i desolve between the 2 with piyomi but would like to add more any good ways to do that
id like to keep my desolve effcts
im also using vrcfury if that helps
you don't - blendshapes are mesh-only. You could do an animation which tweaks both though.
just move the bone with an animation
it's kinda tricky to dissolve between two without being nekkid - probably only go down to like 20-30% then swap ๐
Im trying to add grips for item toggles into my gestures layer and this is all I see for mask layers?
tried setting up 2d eye movement, everything is perfectly operational in unity (debugging via gesture manager), however in vrc, it doesnt work since the parameters i use for the eye movements are just set to 0,0 (should default at 0.5,0.5). any ideas?
you can create new masks
nvm, switching the constraints to "local space" fixed, although still a bit jank and will need more work
did vrc change the way you toggle stations? Im doing it just like the website and its still having inconsistancy problems.
what
for seats on avatars
It seems as if some of the clothing toggles on my avatar are not being synced to the quest version and make me appear much less covered than what I see on pc, how do I fix this?
double check both the Quest and PC versions share the same parameter list and the same things sync'd
stations need to be enabled by default with atleast a few frames before toggled off
make sure the menu and the params are the same on both models, like none are deleted
this is the answer
so just make both my pc and my quest use the same fx and parameter controller?
thank you
I found that 3 frames is fine
yee
okay, thank you
Im verry confused (also dont know where to put this ) it says i have no bones to make it humanoid im verry confused
Is there a way to do something like this on a Vroid model? https://www.tiktok.com/@samayebae/video/7346001284228517125
do you not have an armature?
i do
it was a pre made avatar i bought (jeager) and ive edited it before but its seems it just died or somthing
strange that didn't work then
like im so confused cause it works perfect in blender everything moves but in unity (no matter what project i do or make a new one) ether it crashes me or does the humanoid thing
you exported with the armature, right?
let me doubble check
yeah i think it did it says it did but ill re export it and see
Iโm adding shorts under a skirt for a avatar and every time I try to make the blendshape link it tells me no valid mappings found when iโm 100% sure i have the name of the body correct (its literally just Body_b) is there anything I can do?
can you be more specific as to what you're doing here?
yeah i did and its says the same thing
Im trying to make the shorts not clip through the body
How so?
Because Im not sure what to use from that list, and without a mask if I do an animation that changes the hand gesture it overrides both hands
do you have body-hiding blendshapes already?
?
one of the menus - I don't have unity open but asset -> new -> mask, then pick and choose what you want to do with it
what do you need explained?
oh sorry i thought u were talking to me
I was
oh ๐
oh I missed replying, sorry about that
(my glass is half-full, because I drank the other half, if you know what I mean)
basically i have a pair of shorts and i did the blendshape link to my avatars body to make it not clip through the body but it says this
ohhh VRC Fury blendshape link
So what this does is match blendshapes active on one object to another, if they exist. That is all.
It's not going to somehow cause the body to hide if you have the shorts active.
the shorts arent moving at all tho
"they"?
whoops
"no valid mappings" means there are no blendshapes in common
And if by "moving" you mean not moving when the armature moves, that isn't what this component does, that's what Armature link does
don't confuse the two
sorry ๐ i have a armature link
Ok so which problem are you having then?
isnt that a bad thing though?
my other message is taking a millennia to send
not necessarily
the debug info under blendshape link says no valid mappings found and its doing this
oh okay it just didnt send the image
๐ซ
since my internet is actual garbage basically anytime the legs move out of the normal t pose position they clip through the shorts
oh wait did it send
why does the unity remove bones I need?
Is there another way to export my model so it doesnt do this?
And if not the above, what can I do?
by "remove" what do you mean exactly?
some of my bones are just... missing
if you drag the model into the scene do they not show up?
ok but first answer yes or no
but opening the configuration menu, shows the model has less bones, (the ones i need.)
are they present if you look at the hierarchy?
no
ok that's bizarre, never seen that
my suspicions is that FBX for some reaons makes some bones protude out of the model, and unity removes them
usually means those objects aren't in the FBX file
do you have more than one armature or something weird?
it's a simple question - do you have more than one armature in that FBX?
like armature group, or armatures in general
... no really. armature - do you have more than one?
yeah
why?
wait wdym
I can keep saying the word "armature" here if you want, I'm not sure where you're confused
no, I'd have said "bone" in that case ๐
phew
i may have found a soloution:
- disable leaf bones
- use ends to fill in needed bones (im not sure if that works.. worth a shot, worked the first time i tried to model.)
(it worked..)
my avatar music noise in audio source how to fix or setting ?
iirc gesture manager and lyuma's emulator run the whole animation layer properly, and without you just get whatever animator is in the animator slot and nothing else, including VRChat base locomotion
maybe im missing something but my expression menu is empty aside from quick menu when testing ingame despite working just fine in gesture manager
yeah, sorry I forgot to reply
does anyone know how this works? https://github.com/JuzoVR/WorldSync
sounds like animations moving things to me
my pc and quest avatar, dispite having the same parameters and fx layer, doesnt sync clothing and im stuck in 1 outfit for questies. please help!