#avatar-help
1 messages ยท Page 15 of 1
for a few pc toys and gadgets, yea
that can re-order your parameters list
how do i fix that then?
I don't use it, I'm not sure. But they do have a discord too.
anyone got ideas on how tf i make these eyes less uncanny
The armature is probably way back in the body then.
Consider trying to shift the armature to the face of the cat
What if you move the whole cat back and set the origin to be below the face
I'm just guessing here so if that works great, if not, please do not ping me. Its a random guess
maybe try adding reflection to the eyes?
or make the iris and pupils bigger
maybe
Thank you for reading my request to not be pinged
Hello. I need some help with an avatar and im completely lost
Ive been stucking trying to figure out what "Quaternion to Matrix conversion failed because input Quaternio is invalid" means or where it could possibly be
quantum physics?
idk
the error spams my Console whenever i have the model selected and move my camera around
online its possibly multiple animators trying to move the same bone but idk how to check that
That makes sense. It ends up being more than 1.0
Apparently this has to do with rotations
ok. anyway for me to see what exactly is rotating that way?
Look at what the expanded text says when you click the error
one moment. computers not exactly the best lol
Every case i found so far had a mention of the physbones/gizmos
I keep reading about this that the issue occurs because more than one layer animated a bone and so the rotation gets slightly screwed. That would make sense
Not a problem, I found a few fix approaches online while you went to get that
So, do you have an animator controller assigned in your animator component on the root of your avatar?
i have an animator but unsure of an animator controller
wait. just looked it up. i believe i do
This
It should be empty. Someone on a forum i found said he had a controller assigned and removing it fixed it
What does your avatar consist of exactly? Do you have a lot of things like magic spells, animated props and stuff on it?
it has a lot of clothes and options. its Victoria by Thine#6063
Do you have a backup of your project? If not, now is a good time to make one as the next solutions i have can be very destructive
ok. a backup has been made
I read about this one but i am unsure if it will have any effect on your animations so - try this on the throwaway copy
click the three dots on your animator component and select the highlighted option
ok. its no longer doing it now. but just to be safe are there any other steps after i need to do before attempting upload?
I will repeat myself: I do not know if this option has any effect on your animations, as in "how they work" or "if they work" to begin with. Test all of your animations in play mode using an emulator such as gesture manager. I really mean all: Your gestures, toggles, walk and run animations, just go over everything
Sure you can do this ingame as well to test but the question is do you really wanna keep switching between unity and vrc
wheres Gesture Manager?
Are you asking where to install it from or where the window would be found in unity once its installed
In your creator companion, click "manage project". You will find it being one of the package options
ok. do i need to reopen the project?
No.
Once you have it installed, add it to your project like so
It will add the package to your hierarchy. Click it, then click play in the inspector (not at the top window play button)
Did you see unity load stuff when you added the gesture manager package
no
Then check you added the package right in the cc
ok so. stuff happened and i have tools. but it still doesnt have Gesture Manager
in Package Manager it says it is installed but nothing pops up in tools when selected
ive also lost the SDK thing
i think im gonna load uo the backup
If you lost the sdk, reboot this backup project, check the console for errors as well
ive loaded the back up with Gesture Manager and i have neither still
something about the Gesture Manager completely fucks up my projects. maybe my CC has a bad version. could i get a new Gesture Manager and see if reinstalling it will fix anything?
the cc has the latest version. i use 3.9.2 with no issues. however, if your unity project is one of those old 2019 ones, that could be it
i do 2022
im gonna make a new one with the Gesture manager already installed to see if that helps
Dunno if anybody is gonna have good advice for me (or if there's even a way to help) but my laptop blue screened while I was working on my Unity Project and it wouldn't open anymore without crashing before Unity loaded. So I backed up, deleted temp and library folders, opened it back up and the project works but nothing is there because my scene isn't loaded. Any time I try to load my scene, it crashes Unity. Have I literally lost everything just like that?
ok sweet i have both now
Its also possible that the creator forgot the gesture manager folder in your project and now by installing the latest version, its clashing with itself
gesture manager is really common to have and use
im quickly gonna do everything again in a new project since it seems both SDK and Gesture Manager want to work together now in a new project
should take like 15 mins
really up to you
BUMP! did not mean to get it lost in my shenanigans. im sorry
It's okay, I kinda think I'm screwed and that's a bit sad. Unless Unity has an autosave in my library folder somewhere idk
Hopefully. Best up luck to you ๐
ok. i got everything where it was and now its telling me to fix all compiler errors before i can enter playmode
Show us the errors from your console then
What are the first errors, not last ones
unsure of what you mean
Scroll all the way up in your console
that is all the way up
ok
I am starting to question if the creator included sdk files in this project which they shouldnt
If this is a bought avatar, I would definitely try to get in contact with the creator
Or see if he updated it and you just dont have the fixed version, who knows
i was hoping this wouldve been an easier fix. but unfortunately ill have to postpone till later as i have to get to bed
thank you Zero for your time, patience, and expertise
I want to add something that tracks to my hand and, while I want it to remain upright, I also want to get rid of any jitter- how can I do this?
The limit is hard-set, you're going to need to lose some
even if avatar its only pc?
if remove physbone, avatar will look like a stone
at least part cloths
why do you have 191 skinned mesh renderers?
cloths
how do you have that many renderers
make the outfits separate avatars good lord
I saw alot avatars with alot outfits
idk how them make it
doesn't mean they are a good idea
especially Japanese avatars, like maya avatars and etc...
its incredibly unoptimized and stupid
especially when you dont actually use the outfits majority of the time
Idc about optimized
thats just wasted space that people need to load
Im surprised that shit doesnt just automatically fail security checks
thats the entire issue
remember that a very poor avatar has to be rendered by your own computer 2 or 3 times
Hmmm, not really
why i should care with optimized if avatar will not be for quest
4 separate avatars
?
four?
because you are making game content
the mirror clone technically would be twice for both camera and mirror
especially if you use face mirror
Still, i dont care about optimized, i just want know how change limit
your entire issue is you dont give a shit
ok true
you need to optimize to reduce it
you cannot change the limits
you are making game content not a render once and be done with it
How people make avatar with 10 or more cloths differents only one avatar?
better question is why
because they actually optimize and/or use blender?
because, why i would make upload 10 avatars just for change outfits
if i can make one
Im taking exemple like just h party
Have like 30 or more stuffs differents only one avatar
its stuff more normal just h party, or avatars coming from the Japanese, Chinese community, etc....
normal is making a few alternate clothing toggles
not trying to pack like 7 or 8 different avatars into a single avatar
Few cloths like?
even if it was "normal" doesnt make it not incredibly shit
toggle on or off a jacket
random accessories like a hat or jewelry
pants to shorts and vice versa
color/texture swaps
aka stuff youd find on a base that you are supposed to customize yourself instead of just packing everything onto it and customizing ingame
packing everything onto a single avatar means now everyone including yourself needs to download and load it constantly despite the fact you likely arent going to use the majority of the toggles regularly
only part you talk about change outfits its part "pants to shorts and vice versa"
Hat and jewelry, its rare have physical
Switch color or texture, its not change outfit
toggle on or off a jacket its still not change outfit, its only a toggle
only thing really its about change cloths its "pants to shorts and vice versa"
point idk if i was clear, idc about optimize and idc about if i will use regularly
and yet your entire issue is caused by you not giving a shit
So still, i have my point about change outfits
i didnt, but you did it two times
You need to have a minimum level of optimization for VRChat to accept your avatar, which you don't
You need to, at minimum, reduce your physbone count to be able to upload your avatar
your entire point is "other people are doing it so its fine"
when it isnt and its a horrible way to set up an avatar
those "two times" being?
why is my tpose having the left foot be bent inward
weird bone rotation
nvm i fund a quick fix.. (use the bone's end)
that's the leaf bone, it doesn't have any weight
ah
in other words, your foot will be stiff
really up to you in that case
wait a minute do you have separate clothing objects for different colored clothes
ah you noticed that too
yes because im using modular avatar
for make toggles
if make normal way, toggles broke
skill issue
Not really, because made normal toggle for nsfw stuffs
when i make for differents cloths
its full broken
use animations to swap the material out rather than having entirely different toggles, that should bring down your renderer and physbone count
I only have this
even i dont make animations
then you're going to need to axe them or DIY
in other words
get rid of the extras or do it yourself
thats i said before, i try make, when i use gesture manager, toggle was broken
didnt turn off cloths
only way i can make toggles work, its with modular avatar
how did you set it up? can you screenshot your parameters, animator, and expressions menu?
skill issue
this way
i make same think for cloths
turn off one
and turn on new outfit
didnt work
your nsfw toggles are wrong
you're transitioning from an off state to an on state... with the condition that it's off
Not really
its working
toggles nsfw
you don't want them as separate outfits, apply or animate the material in an animation
make 30 avatars for a outfit different?
what?
animation on moldular its not a stuff a do
are you saying you'd rather use the modular avatar plugin?
yes, its was only way i make toggles work
even i didnt make animation
with all due respect, you're going to need to learn how to animate in Unity if you want to optimize your avatars
even if your avatar is able to meet the limits, there's a good chance people will keep your avatar off if it isn't optimized
i have folder avatar and a outfit
you see for yourself
that's not what I'm talking about
you need to learn how to animate if you're going to optimize your avatar
they don't care about optimization though, that's been stated quite clearly
like this one?
they need to optimize it somehow if they want to upload it
oh true
even some animate need make
?
@spark walrus you either need to enable IsAnimated property on physbone or better yet add extra dummy bone as parent of necklace and animate it, while leaving physbone on its child
without IsAnimated any attempts to animate bones that are affected by physbone components will be ignored
(assuming it has physbone ofc)
i have no idea where to put these -.-
the one that says it's for OpenGL instead of DirectX, you drag into the body material's "normal" slot
the DirectX one you won't use in Unity.
ah, I can't read the filenames so that was just a guess
its fine ^^
cuz it always says this, idk if its okay or not
if i drang and drop it
yeah, do "fix now"
alr alr
How do I smooth out movement compared to it linearly tracking?
what movement
I have an object linked to my shoulder and I'd rather it slowly/smoothly track any given movement compared to instantly following it
Another homestuck... i know what you are..
@dapper lagoon https://github.com/VRLabs/Damping-Constraints
caught me red handed
Thanks!
It often causes by in model creation where the arm got copy and flipped, the surface also got flipped inside out.
i gotta go back to blebnder and fix something?
Of course yes.
in blender he's normal, i guess it's something with the export
turn on face orientation in the view overlays, red = inside out
k lemme see
Because blender render both side of face by default. There is actually different between frontface and backface.
it doesn't matter much when doing rendering in Blender or anything with backface culling off, so it gets overlooked
i was having issues with textures and shading before. this model is all kinds of wonky
let me look
thanks
a.
yup, there you go
i have negative clue how to do anything - im totally winging this stuff thanks
how do i make it blue though
Select faces -> Normals -> Flip
why are the hips bending like this? also its fine in locomotion animations
so when ive tried to add clothing everytime i go into play mode or into game the mouth used to be closed in game and in play mode but now its allways open
does anyone know whats happening here?
Did you import it from blender?
Unmap the jaw bone
^actually, copy import settings from the original, including rig slots and normals settings
use a shader which supports that
the jaw bone stuff worked thank you!
Anyone know why her material turns green and how to fix it in unity?
remove vertex colors in blender
can't fix in unity
Damn okay thanks, sucks because idk how to use blender
does anyone do Avatar textures, if so i can pay i just would like some help :p
Youll just get scam dms from here
you dont need to ask for scam dms, I got at least 1 scam per week without asking anythingxD
but i dont know where to find someone good with textures
its not my area of experience
what texture edit do you need?
its for the avatar Avril by tigerhead
yes but what do you want to change in the texture?
oh i just wanna theme it, like a custom tex
wish i knew people but womp i dont
I can only do simple edit, my artistic skill is too bad xD but if you wan I can ask a friend of me who is not a scammer and maybe he will accept
that'd be nice, i trust you
youre friends with my favorite burden Rika
gettin these errors
does anyone know why when i open one of my gogoloco menus it turns on a object on my model
which object?
a prop on the model
^
can u help
If the avatar came with GoGo Loco pre-installed, I would contact the author. Sounds like an animation was changed.
Or remove GGL entirely and re-add it from the original download.
Otherwise GGL shouldn't be responsible for toggling any other parameters other than its own.
not really, this tells me nothing
i added ragdoll and the object turns on when opening the menu
its my own model
how do i explain it better
look at what variable gets activated when you open the menu
let me check
i cant tell but ill keep looking
you can, vrcquesttools has a feature that removes vertex colors
Possible two parameter names are the same between them? Although if you're using the default GGL package, I believe it lets VRCF assign unique names to it. Not 100% on that, may want to check the prefab to verify.
Also.... is it just the menu? Or an actual choice in that menu? afaik no parameters are changed just going through menus in GGL until you actually pick a pose, etc...
You can also build a test copy from NDMF (if used) and VRCF to easily inspect the ExMenu items outside of play mode
ok
usually GogoLoco's parameters all start with Go/.... BUT it does make use of VRCEmote a lot, so if you use that already, you may end up with gogo stuff causing side-effects.
That's probably the #1 thing I would investigate.
That wouldn't be a problem unless you use it in animations or IK (like with full body tracking)
without knowing how your model is setup I couldn't really give you a good answer here. You could certainly just try it, and if you don't like it, restore from a backup.
Personally I weight paint individual toe bones ๐
I paint all 3 - foot, toe and each toe x.x
Right - I meant all the way down to the toes ๐
Fair enough
Now that has me question
Currently i dont have fbt. I unmapped the toes in my rig bc whenever id use gogo and the legs stretch, the toes would angle weirdly
If i use fbt, how does that work with unmapped toe
Wouldnt it have to be mapped to get the toe to move?
Yes - unless you animate the bones or something.
So whats the correct position for a toe? Does it gotta touch the origins floor axis? I would hate to use half body sometimes and every time i space drag or use gogo, the legs stretch and the toes literally go up in a 45 degree to the foot
based on the diagram in #avatar-rigging yeah, the toe bone should be on the floor
Just the tip or the entire thing though
Currently i have it angled just like the foot
pinned diagram suggests the whole thing
Ill have to try that tmrw
Itll probably suck. If i place the whole thing on the floor, then the toes will stretch forward when bending because thats not the mesh's volume center at all
hmmmm ok so looking at one of my own which works fine, the toe bone is parallel to the floor but not on the floor, it's at .02 here.
Thatd make more sense, so i can place it in the toes mesh center
Does the avi sink into the floor by that?
it shouldn't, since the armature's origin is on the origin
Assuming vrc uses bones to determine heel position rather than mesh, unless theres like an offset
Hm alright then
Okay ill try that. Itd make sense that my foot curled 45ยฐ if toes are mapped as my toe bone currently angles to the floor like the foot
so im adding this and making sliders to fully customize this tron disk and for some reason this raidial puppet doesnt want to work and i dont know why. i have made this one just like all the others yet this one wont work.. any ideas?
you shouldn't need both a blend tree and motion time there
this?
that's fine, but I don't see the reason to do that and the blendtree
maybe I'm missing something
maybe i am too?\
i dont know
cause
i learned this from another avatar that did it this way and it worked
and it works perfectly fine for the other ones
it used both of these methods? Interesting.
and the others i did on this avi
but for some reason its just the outer ring that doesnt work
the animations themselves work its just the radial puppet
So motion time is meant to move through an animation clip, but you aren't doing that. So either drag the clip directly into the "Motion" slot in that last image, or remove the motion time and rely on the blendtree to do it (but then the length of your animation is probably wrong...)
any idea what could cause a normal looking model in unity to be stretched out in vrchat
like the bones are lengthened almost
videos like this are kinda useless though
how?
oh I didn't go far enough. Just looking at the radial moving and the model not is meaningless. let me look further
er
okay so I don't see anything of any use in that at all
yeah...
im super confused
cause it works perfectly on everything else EXCEPT for the outer ring
did you look at what the animation clips do? motion time is useful when your clip has a length you want to move through, but in the blend tree that wouldn't make much sense
I don't really understand how this is setup, I guess.
this is what the animation clip does
i think one night i tried to mess with the scaling of my avatar and dont remember what i did, but it broke the dimensions of it. any ideas where i should look? it shows up fine in unity but is broken in vrchat
ok yeah, so I'm not sure why there is a blendtree here.
Does anyone have a plugin I can use to test seats?
Honestly I don't know either but it doesn't work when I don't have it
do you have free time to call and i can screenshare my screen?
having these errors, not sure what to do to fix them
I don't really do that, sorry
yeah i know...
i just need help with this
Check contextually. The hard stop errors are likely the result of other logged entries before them.
If you don't need the material shaders unlocked during the build process, you could lock them before building.
What's the difference between poi pro and poi toon?
https://www.poiyomi.com/download/
Check the Patreon Features Chart section
how can i make toggles to change a 2d texture change/movement? i followed a tutorial that allowed us to create a 2D face rig in blender where depending on the value of a node, it would snap to a different face texture that was on the same sprite sheet. but then i found out that nodes and stuff dont work in unity anyways so all that work was kind of useless. so i need to figure out a way to add a toggle that will shift over the face texture to the next face sprite but im not sure how to go about that.. heres how it works in blender for reference
you can animate the texture position
usually for a sprite sheet you set the scaling value to one over the number of sprites, then just shift the offset
well yeah thats what i have going in blender this is just my first time using unity and im not sure how to do that in unity
There should be a UV offset in the material and you can animate that
hmmmmm when i change the x or y offset in the material for some reason the texture doesnt move or change at all ..
avatar build failed ๐
NVM i figured out why it wasnt moving and fixed it.. so then how could i make a toggle that changes the offset value of the material?
make an animation clip that changes the value, use that in some animator logic
go into the animation tab and create a new animation, then press the red circle to record changes, click on the mesh and scroll down to the material and expand it, then change the offset to set a keyframe
Can someone tell me why I can't scale down my gloves on my avatar? I'm using a VRCFury toggles for all the clothing parts, I made the shape keys in Blender by scaling everything down to 0, it works on all clothing parts except the gloves. Even if I manually adjust the blendshape in Unity's inspector without the gesture manager running, it looks just fine, but not in the game.
Hello everybody! Faced with the problem of crooked avatar hands. I've completely gone over the avatar and I can't figure out what the problem is. In this photo, I hold my arms straight, and as a result, they are bent 90 degrees to each other. Has anyone encountered such a problem? What are the possible causes of the breakdown?
Im trying to make a body for my avatar. Its my first time making a "fully connected" body, so idk what im doing. ^^'
What do you guys think?
nice start!
so i figured it out but when i move the face texture it also moves a separate material over by the same amount.. but it only does this WHILE im recording the keyframe of the animation. if i move it over while not recording, it seems to be fine and doesnt move other materials. what am i doing wrong?
ah yes, this is right - using standard shaders if you animate properties on a material, it does that for all materials on that object. You can use shaders like Poiyomi to "rename" shader parameters so only one material is affected
Idk how to make the hands and fingers tho. I dont want to make them bend in weird ways when I close my hands.
i am already using poiyomi, how do i rename shader perameters?
This is what I have for now. Im struggling especially with the thumb, since its in a odd angle.
depends on how you're using them
okay fine. Yes, it matters.
sorry im too dumb to know when and when it doesnt, cuz i know when example: Chest > Breast it shouldnt be "Connected" but idk if Example: Spine > Chest Should
If you want the child bone's head stuck to the parent bone's tail, then you want to enable that.
Otherwise, don't.
In Blender, it does, but when you export it into Unity, then I'm pretty sure, they doesn't matter at all, because Unity doesn't know where the bone ends
Hello bois! Little question. The feature i'm adding require me to add "GestureRight" and "GestureLeft" inside my parameter to make a sign (Victory sign to be precise) ... But I already have something using that. If I try creating a new GestureRight, it goes GestureRight 0 and doesn't work. How can I do that please? :D
Don't make a new one, the existing ones are fine
The problem is the existing one doesn't allow me to pick "equals" so I can pick the good sign
It's only less or more option
hmm not sure what you're referring to
Going from a parameter to the layerFX
As a condition
Like "do that if GestureRight is equal to 5"
oh - possibly you or someone added that parameter to the animator as a float instead of int. You can't use equals with floats.
Damn
(you'd have to delete the parameter and re-add it to change the type)
And check wherever it delete the wrong floats and add it in again as an int
Gotcha! Thanks alot :3
Seems like it's tied to "Toggle Emotes Smoothing"
I have no idea what it is or where it's supposed to be haha
Just finished my first hand ever. Pretty ugly, I gotta admit, but at least I tried...
i had a similar issue when setting up a avatar like that. the keyframe will change both materials on a mesh. i had to make the face a separate mesh in order to affect only that material
I hate errors like this...
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
Is the error happening because I don't have a minimum rank? What's the minimum?
like the message said "New User"
I've never used Unity, I'm new to VRChat and I bought a skin to use
try making sure you've got all shadows turned off and possibly mess with rim lighting if that doesnt work
oh well
it doesnt take long to reach New User just add people and play for a couple hours
I just have to stay on VRChat a little longer, raise my rank and then the Unity error disappears?
oki
thank you so much
Im back again.
and im still getting the same error message.
"Missing credentials"
No matter what I do it wont let me upload any avatar to any account.
Ive uninstalled and reinstalled everything, logged out then back in.
Still nothing.
Anyone know how to fix this?
when I enter play my armature is shrinking way down, any fix?
did you remove the blueprint?
^
if there is a blue print here remove it
Oh yeah its blank
Oh wait
wth
nvm gimme one second lmao
Nvm
did the same thing again
It keeps adding a blueprint id
it has to, that's normal.
whaat do i doo im so lost
Restart Unity and try importing the package again. If it still fails, reach out to the original author of the package.
not possible. thanks for the advice tho
hey i made this avatar and i was wondering how can i update the textures to make it look good as in the left photo
Hey my model I just uploaded for some reason is this purple see through color any ideas whatโs wrong
So i need to sync some parameters, however i just realized that i cant find the sync button anywhere (pic related). Am I just missing something here, or is there a problem?
uh bro thats 2019 and 128 param memory, thats like 2 years outdated sdk
i mean its still been working, new version kept crashing and failing to install its dependencies so i gave up on that
idk, my guess its synced by defsult as it was before
This is just an issue because a bunch of my params, interacted with via contacts, arent syncing for other users
so i figure i need to check the box to sync it
if its parameter used in the reciever itself it doesnt need to be used in variables overall. theyre local as well, ie may deoend on you/other person having interactions on
i see;
i mean its all self interactions that are functioning for the local user, but would it be worth trying to force with like param drivers or something?
well then yes but with separate variable, not the same one that used for local contact
ie locally you see contact and drive some other synced variable. and then you and everyone see some animation based on synced variable
thats how long term stuff better be done
gotcha
Whats the combination here to not have the armature be 100/100/100?
apply scalings = FBX ALL
TY โค๏ธ I remember having had this before but did not remember what exactly to do. I'm super close to successfully having made a new blend shape that does not also break everything else XD
at the top of the export dialog you can save settings as an "operator preset"
this seems so random but would anyone know a good physbone setting for a slim tail with a lot of bones?
or like any tips cause ive tried so many different settings in play mode none turn out good lol
mixamo comes to mind first
So! I'm trying to make a model I got from an artist to work with VRChat, it wasn't made with VRChat in mind which is proooobaly why I'm running into issues, lmao. Currently, the rigging seems to decide to simply explode in Unity, anything I can do to fix the rigging rather than learning how to rig and replacing it myself?
I do not know why there's just a giant bone floating down there, lmao.
It seems to just be "Root"?
theres severe problems with what bone whose parent. check pins in #avatar-rigging to see correct hierarchy. youd need blender to fix those.
Ah, got it!
(but ye def easier than rigging from scratch)
oh no.
Unity question, i got another pc coming and would it he okay to put my unity projects from my ssd drive and transfer the whole drive to a new pc would it still work or is there a better way to transfer data and unity projects and saved avatars?
I mean if its an ssd you can just turn it into an external drive and then have it as an extra drive separate from the pc so you get more space
i'm having some issues with contacts, can someone confirm if one contact sender can trigger mutiple contact reveivers at the same time?
nvm... perameter name typo
How can I make this parent (world) constraint always put it on the ground? My mesh origin is at the base of the mesh
I'm putting it in the extra slot on the motherboard so it'll be like the second drive. Just wondering if my projects and saved avatars will work
๐คทโโ๏ธ
I mean do they work now?
Normally it should work.
Yes
Tyty
I would like to make working glasses in VRChat. (ie. Glasses prop that if removed from my face, makes my vision all blurry.)
Is this possible? How would I do this? ||I'd imagine it would involve some shader tricks in the view space but I honestly have no idea where to start since I'm a professional asset cobbler not a creator.||
I'd think a screenspace shader (only enabled locally) would be what you're looking for. If you want to be the only one who can remove your glasses, contacts could work for grabbing them, but if you want other people to be able to grab them too, it's best to attach them to a physbone. You can also use an animated headchop component to make the glasses visible after being grabbed (utilizing the physbone parameters to detect this)
Cancerspace has a blur effect iirc
Why is it "canncerspace" ๐ญ
you don't need screenspace, though that'd work reasonably well - you could just do a local-only sphere around your view ball with a shader on the inside faces
it's pretty easy to use for really evil things
(guessing, I didn't name it)
I did the local sphere trick (with head chop) to put the wireframe shader on my avatar as a debugging tool
Yup it has blur in there. Soon I shall be able to be near sighted IRL and in VRChat! xD
(Just thought it'd be a funny thing lol.)
yeah, that's a nice immersion trick
Hey there! Can somebody help me, what is the basic shader that VRC? Should I apply that shader in Blender or in Unity? (sry I'm new to VRC and SDK..)
if you want it in VRChat, Shaders are used in Materials in Unity.
Oh, thank you!!
hey i made this avatar and i was wondering how can i update the textures to make it look good as in the left photo
You had error. But you have to also turn on error filter in the console to see the errors.
I can't figure out how to make two separate animations for hue shifts on one mesh without all of it hue shifting or only one side, does anyone have any advice?
Ok how the heck do i animate a prefab and still make it functional?
This is what google says but idk if it means the unity editor version?
it does but that's not very useful
It has to be fixed base on the error itself.
Should at least google the red error detail instead.
But you're are mostly missing required packages: you didn't import all the necessary packages.
so im adding this and making sliders to fully customize this tron disk and for some reason this raidial puppet doesnt want to work and i dont know why. i have made this one just like all the others yet this one wont work.. any ideas?
Iโm a little dense what does that mean
Should I make a new project? Or smthn
Read instruction from the page you got the avatar from.
I made it ?
It has mmds on it could that be a problem
Important question: several people came to me about helping me rig an avatar for a price. I think I have found a deal. I'm just not sure if they will be able to hold up their end of the bargain or scam me out of $35. What do I ask to make sure they can put out a good quality rig?
So do you know the script that 's causing the issue?
Check if they're authorized from VRC Traders server. Otherwise, it's a scam.
Thereโs a lot
According to the error. It's from script AvatarStateBindingService. Do you know that?
I know thatโs itโs an avatar state binding service error but I donโt know what that means
Did you add or import the script?
I havenโt imported any script no?
The script isn't in standard sdk so it had to be included in some package you imported. Since you had no idea then try start with a new project.
Its been doing this for days now, ive done the parameters right, and in the FX too but it still doesnt work and some of the toggles work too when set up the same way.. any help?
also this
are these supposed to be individual toggles? or are these supposed to all be different options for the same thing
different options
is there a reason it's set up as a bool toggle instead of an int toggle?
like i only showed one of them bc all the others are the same set up with yk different functons with parameters
well
im not sure
i used int as well
and it does the same thing
so i tried a different parameter yk
and it still does the same problem
but they shouldn't be bool toggles if they are all controlling the same thing
bool toggles are for on/off, int toggles are for if you have a variety of options
oh i see
i used int before
and it does the same problem though?
like i just switched to bool rn
how are your expressions controlled?
wdym like the settup or?
like blendshapes, texture swap, face rig, etc
my guess is that the 72.4 is causing the issue currently
but like
the others are 100 and do the same thing
what do each of these blendshapes do?
do you have your FX controller in the FX playable layers slot in the avatar descriptor?
yep
like i said only some of them work and they are set up like the others too
the others however from the working ones dont work
for some reason
do the layers controlling the expressions that don't work have their weight set to 1?
yeah
are any of the animations controlling the same blendshapes as the other ones?
same used blendshapes from 1 animation used again in another one?
*every blendshape used for expressions
change the animations so that every animation animates every blendshape used for expressions, just set the ones not being used for that expression to 0
then make an int toggle with them
instead of how you have it now
see if that works
so every other blendshape not used in an animation all on 0?
yeah
the ones used for expressions
if you have blendshpes for other things leave those alone
so the ones not in the anim get added but at 0 basically?
yes
no, like i said, just the ones used for the expressions
alr
I need help. I dont know why I get this error
I deleted like half of things, but it still says this error
Did you try uploading again?
It doesnt let me
Do you have any other errors
Odd question, but if I make a quest version of my avatar I don't really need to care about the view on the descriptor do I? I'm on PC so I don't think that technically matters to me unless I play on Quest one day.
does anybody know how to fix emotes breaking whenever you jump? it's been bugging me for a year now, any help is appreciated, thanks!
Dont have a jump&fall
Whenever you change your locomotion state it forces back tracking
huh, that's probably true
I wonder if that messes up any height calculations
It might. It occurs to me i don't know the height of my quest version
how?
Locomotion layer
do i delete it?
If you want to
You can also just add a condition to the transition that vrcemote needs to be 0
how would i do that?
Just add the vrcemote parameter set to equals 0?
Ok I need more help from pro's haha.
I'm trying to use a spiderman-like animation, so basically shooting a web. I put the two assets in each wrist, created layer, parameter and all. Everything is working... But if I try using both gesture at once, it doesn't. One web stop the other from working, I can't have them send at the same time. Do someone knows why?
It's two separared animation as well
Does anyone here know the Performance rating of the VrChat robot that is displayed if you have an avatar blocked ?
you'd have to look at what parameters are used in the animation logic, maybe it's the same? maybe there's some exclusivity check?
I have one parameter for each side, so Left and Right, it's pretty basic, I did check but it seems to be ok at this side
is there a way to invert a texture in unity?
im trying to import a model rn and the arm is inverted and im not finding a way to fix it?
inverted how? it would help if you could provide a screenshot
is there a good way to see exactly where the parameter sync is failing between pc and quest? Some people on quest have told me what I see isn't what they see.
so im inporting a minecraft model to vrchat for a project but the left arm is upside down and all i would need to do is invert the texture but idk how to
cuz if i cant ill probs just invert the texture itself manually but im just seeing if theres and easier way before i do that
Anyone know how to fix this LowerArm is not first child of UpperArm or Hand is not first child of LowerArm issue?
It looks like I'm becoming an eldritch horror ingame when I move my arms.
The more annoying part is the low poly version of the other model so they share the same armature and controller.
nevermind figured it out. When I exported from blender the armature's order was messed with. I had to unpack the prefab and just move the left and right wrist up to be the first child.
Just sharing my solution incase anyone else encounters it.
while it is working quick fix, overall unpacking humanoid prefab is a bad idea, so please dont consider it general advice.
I mean then whats the good solution? Because the armature in blender is in the correct order. Apparently its Unity that changed it up
which is more optimized:?
- material swaps with 8 different materials & textures for a slider (each 512x512 px
or - 1 sprite sheet with 1 material with offset for a slider (1024x2048 px)
@barren tundra for long lasting changes you want to order them forever in blender alphabetically, one common way is to use zBoneName for non-numanoid stuff (so its neck -> head+zAccessoryNecklace or smth)
@stable isle first in theory may allow to push unused assets to ram when out of vram, but overall doesnt matter. first one is way simpler as well tho.
@barren tundra and this as a compromise https://gitlab.com/s-ilent/silenttools
I'm very new to avi creating / editing and I added the "Card Bending" asset to an avi I had recently purchased. It then hit me with this
& it's not letting me upload it because of these issues
Yep, you'd have to remove some of both of those
I figured as much, but it is becoming increasing difficult to find out where the Physbones or Contacts actually reside in the avi
yeah it can get complex
hi all, ive got an issue where unity says my characters thumb bones are not in a t pose even when they are, and enforcing t pose fixes it, but it reverts when i hit apply and done. any suggestions? if i just ignore it an export it anyways the character has no animation
@young furnace type t:script in tiny window on top of hierarchy
you can try search up t:VRCPhysBone or t:VRCContactSender, t:VRCContantReceiver
I found out where most of my contacts are coming from
I have a couple of weapons on my avi that have the ability to be dropped in the world.
Plus holsters
Thank you so much!
That helped alot actually
can anyone help me with unity and stuff just need help with clothing
its like locked
what are you attempting to do here?
Is there a way I can change all the materials onmy avatar in one quick go or do I have to do each one manually. Not like multi selecting because there inn different places if yk what I mean
... how many do you have?
Not many, but theres alot that are unused
you can search for materials and wdym "change"
I want to change from poyomi to liltoon
but I im lazy and want to change them all
at once
prob would look like shit without tweakikg anyway. like poi got tool to convert from lil but i dont think other way around. mostly, just why, theyre quite identical
No I mean just like change them because most of them use liltoon shaders but I wanted to use poi then regret it because everything was made to be used with liltoon
A dumb decision on my behalf which is not coming back to bite me
I lied XD
This is why
I already deleted so many other contacts though

setting toggles and uv tile discard doesnt record in the animation for some reason anyone know?
nvm got it i had to select mesh for some reason
often that happens if the animation or- yes that ๐
i need help setting up an avi i downloaded
feel free to ask specific questions here
i dmed u about the help
?
I noticed, but I'm not going to answer there.
oh why?
I don't do one-on-one help for free. Feel free to ask questions in the channel here where others may also contribute.
im just trying to move the clothes onto the avatar and i cant make them bigger or anything or even move them
Oookay, I haz new problemz...
I have a radial puppet that does not like to cooperate.
In VRC, when I try to change the value, all of a sudden the value starts jumping around from 100% to 0% and every random number inbetween every frame.
i just downloaded sinestra bunny girl but need help setting up the toggles
and everything
can someone help me with this please
thats alot of words
Yep
can you help me?
please don't ping people to ask for help
can't say for sure from the image but looks like your trying to move it from the wrong part would be my guess
If you could explain exactly what you're doing, this might be easier.
One assumes you've already watched basic tutorials....
probably didn't merge in the parameters list required. not sure if this has fury components or how the install works, I've never seen it
On the picture you have the panty mesh selected. This panty mesh likely is attached to an armature with bones. If you select the mesh and try to move it it wont move because you aren't moving the bones. You need to find the correct bone, select it and move the parent bone or root bone to be able to move the mesh
one question is if this is in the sdk or console
It's in SDK
omg thank you so much
next question how did you try to install it
with the normal way of using vrcfury or manual attempt
if its normal i can only think of that in the prefab the parameter menu is missing
You know what...I wonder if its Write Defaults fighting with the slider...
best of luck
i can only think of one problem from experience for that and that is you put the parameter in the wrong part of the radial menu
Alright, so, to double check it...how's this look?
looks right
so its not the parameter that's causing it next thing it could be is animation or how you setup the animation layer
ok that explains a bit on what the problem is
Oh?
why is that loop checkbox checked?
nope
Didn't really see a reason to uncheck them. They're checked by default.
these clips shouldn't be looping
Is there a particular reason?
they set a value and don't need to keep re-setting it over and over
1d blend tree is not meant for radials that you want to go in the case emission from value 0 to 2 in this case here
eh... there's nothing wrong with using a blendtree for this.
I do exactly this, though buried in a direct blendtree
doesn't it go with a on off state and not the the values in-between when done like that?
the whole point of a blendtree is to blend between two clips.
I'm hoping to have it as a scaling value, I don't know how to code a script that auto-adjusts emission intensity to compensate for differing world emission multipliers.
You'd need your shader to do that. Some attempt to, I have a slider for this since it's not very reliable
who knows what weird things the world lighting is doing
Its kind of a nasty surprise when it happens. In one world it'll be fine. Then in another it turns into a nuclear sun because its got like a 12x multiplier.
Yep
so thunder your problem is that when it gets to 100 it jumps to 0 on the radial correct or something else?
Mmm, once I try to mess with it, it'll jump between random numbers
Once I try to mess with it, its like opening pandora's box, and the only way I can get it to stop jumping around is by resetting the avatar.
sadly i can't think of what could be causing it since the only problem i know that would cause it was having rotation and parameter set to the same one
hey so recently made a asset, whenever i try to enable it in vrchat the model doesn't appear for anyone but me
my only question is, is it only that radial that's doing this if there are other or not?
appears just fine in unity and appears just fine for me, just doesnt show for other people
make sure your parameter in the avatar parameters list is marked "Synced"
that... could be it
The only other control I have is a toggle, and the toggle's behaving as it should.
yep that was the problem thanks, do you know any good introduction to making animations for changing material parameters and such?
would like to be able to turn off my emissives
I'm sure there are lots of tutorials, I don't have any links offhand though.
I don't know how I do it where I'm always coming in with the unsolveable mysteries of the universe.
at this point everything I come up with is so complicated I may as well just work it out rather than try to explain ๐
i would say try reuploading it since that has solved multiple problems for me
I'mma add something in case tinkering with loops and write defaults didn't fix it. A toggle to act as a safety.
If it starts going bonkers again, disable all of it.
Does anyone know why my avi is invisible even though I'm still relatively far away?
i wont bother trying to explain write defaults since i know i am not the right person for it but as far as loop is concerned that will only stop the radial looping back to 0 when you max it well if its unchecked
Ugh...and another thing; it REALLY does not like me trying to use animations to change the scale of bones bound to avatar animations.
my avatar broke after upload and i dont know why. it was fine initially but broke all of a sudden. Only happens when I move
Hard locks the scale to 1:1:1
select the object and press f
i am taking the guess that its your viewpoint and not the camera
2x click in the avi worked too
I am basically brand new to blender, unity and making avatars, so can anyone give me something like a step by step on how to make a png avatar that will stay a png avatar with the quest shader, cause it works fine with pc but whenever I try to use quest shaders it just breaks, pls help
breaks how?
it gets like a wiered white square behind it
and is just a normal picture and not a png anymore
you aren't trying to use a transparent PNG, are you? 'cause that isn't supported on Quest.
think that one might be a limitation on quest
but I have seen png avatars that work on quest
Sure, just not transparent ones
The issue might also be vertex colors, but it might help to see it
this is the png
I want it to work like if you have seen it that diddy avatar that some people use
where its transparent all around it
cut it out?
bring it into blender and turn the probably square face into something more complex. the knife tool could work
so just put the png on a plane in blender and cut it out?
it's one way to do it, sure.
Alright thank you
ill try that
is there a way I can like just key out the black and cut it that way or do i gotta manually cut out each peice
dunno, I've never tried this ๐
I bet there's some super complicated way to project that image into mesh
ehhh ill just keep manually doing it I got time
ok I cut it out but the texture diapeared how do i export it with the texture
don't bother, just setup the material in Unity
excellent!
so ever since i think tge last update a few days ago, when i switch into a new avatar the hip dosent affix to the right place an i need to manually recalibrate
this essentially
this exact bug
apparently i had an emote on. it wasnt resetting though
hmm
so my issues different
since the last update changing avatars can sometimes completely throw the hip off
its not all
but some
whoa
what's the constraint on the head do?
ca anyone help? i can't upload on quest?
ok now the vrchat sdk isn't even loading in my project anymore?!!
click configure and put the right bones in the right places
sometimes it's not very good at guessing
as soon as the avatar loads it brings thehead down to the somach so my voice is in the right spot
huh, never heard of anyone doing that before.
its how the durpoi and other avatars that can do secret speech work
im using it so my voice locations accurate to my avis mouth location lol
Is there a way of setting the default height value in the editor, without scaling anything in the scene?
what
i put a feature request in a few months back for giving us the ability to move our voices in the sdk so all of this headbone constraint animation nonsense isent necessary
Im not surprised that broke in an update
i notice other avatars that use this method arent always broken?
maybe i can change the transition time to fix it
ahh that trick, ok
yeah probably spawn in with it in the correct place for a few frames. we've had to do this with stations too
iirc 3 frames works for that
hmm mk
ya avatar i don't own.... my id is empty and was never full to start why is this happening and can it be fixed. feel like someone hacked my account/ sdk but that unlikely right lol
jokes aside i tried on latest sdk from campaign and 3 versions down the one i normally use and both act this way
should also say ive remove cleared and readded the model multiple time with nothing changing, only other thing i saw was that even though the model has all its bones the sdk keeps saying its missing half of them after i reload
hey i made this avatar and i was wondering how can i update the textures to make it look good as in the left photo
change the render mode of the shader your using at the top of the menu for standard
@dark bloom id error is irrelevant, sdk runs this every time anything else fails
think i found the problem, when i exported from blender it added a .001 to the armature and i removed it without thinking this made it not see the bones right
just went back into bender nd remove it as all my animation path are with the .001 off it lol
I don't understand how the base model I use from the creator is perfectly good to upload without being too large for vrchat but when I do a custom that only has the avatar base, my retexture, a new clothing asset that is replacing the old clothing, and gogo loco all of a suddon it is 60mb too large? Is unity and vrc having some sort of freak out at the moment? I have never had this issue before when doing this.
gogo loco uses alot unless use use the lite version so that could be it plus textures can be deceiving they seem small but end up being the reaon as one mat uses 3-4 if your not carful
I mean goloco is kinda dense
Also depends on your texture size
And clothing isnt ever 1 to 1 on file size
I had this same gogo on the base model when I first bought the base model
most models now a days are small, it ends up being animatios and textures that i always see get everyone
I deleted everything that I am not using and am replacing
Confirmed I fixed this, It was do to me removing what i thought was an unneeded .001 from blender export
is anyone able to help me fix this ;_;
a few people here can, but won't, do you know blender if so its a bit of weight painting and should be good if not you got a few options
- easy but not best one is look on Youtube for some videos and do a ruff fix
- I can help you threw it tomorrow and it be cleaner and no chance of model stolen, i will never tock the model myself just help you threw the steps.
- or you can wait for someone else to come along they may ask for the model ( plz never give other people your model) or do what i would be doing
Thank you for responding! Oh yea! I wouldnt want to undermine the wonderful artist who made the model so I wouldnt give the work off to anyone! ^^ It possibly being a weight paitning issue can lead me in a better direction. I tried googling before but came up empty handed. I appreciate it.
your very welcome
yep, couple of vertices with missing weight paint. If you got the model like this and didn't cause that, return it ๐
I cant place the Shoes in place ;D
Checked the debug. It seems to in fact be an issue with the parameter? The radial puppet is mimicking the motion of the variable. Also I narrowed down the behavior; it wants to jump back to its default value of 1 every other frame.
first off that's lying about three things,
extra bones to effect avatar rank, there is no way this can add without problems models that have no bones existing already, and the fact that its the best way to do what your trying.
Do what they said and check your debug but I'd use blender or find someone that can if possible instead of this.
Also I'm only just subjecting it since from what I've seen these types of unity "help plugins" an old one named pumpkin before this one only use simple code to parent bones that are named the same or alike, meaning it can be buggy or not work. and very laggy if you use it on to many models since the bones do not go away.
Im not lying, I really cant place it no matter what
not you the plugin is, sorry if that confused you some how?
plugin?
VRCfurry your using to try and parent the shoes
blender or anthing like it always best, if you don't kow how there are people here that can help and youtube videos that can make it learning faster
If you ask here or in 3d modeling im sure someone can help with getting them atached or seeing if they have bones already
sure
its 4am for me so i can't help myself lol I was only finishing a model I was having problems with but I'm sure someone will se this and pick up the conversation
only said something about the vrcfurry as I've seen to many models that are messy and/or not working do to it. kinda wish false plugins like that at least the part about magically putting clothing and stuff on your avatars could be banned
I cant open the file since the format is .fbx or "Autodesk Maya"
I dont have money to buy it ;D
?? Blender can open .fbx files its a default option since version 2.3
As long as you're version same or newer then use import and find the file
ok
Oh damn
is that normal?
@dark bloom
That's not,
Also I thank you for needing my help and relying on me but i need sleep as i said its 4am for me and i should have been in bed ages ago lol
srry
who should I ping?
As far as I'm aware there is no ping role you have to wait. Id say move it to 3d modeling but remembered that people here hate what you ask things on multiple channels, even if you have reason like the other dead.
I will just wait here
I kinda fixed it but why does the model scaled down a little bit?
hey so i'm looking at getting some clothes from booth but of course there isn't a version for my avatar
i'm technically not a stranger to working on modifications on blender but would it be better to get a version that's bigger or smaller than my model?
for reference,
https://booth.pm/en/items/6248221
assuming you dont plan on changing the bust or overall body shape
itd be better to go for the most similar body type
now that you mention it, i was considering going smaller or flat
which would be the better option
sorry are you asking a question?
Im stating it would be the better option
which one?
similar body type of smaller/flat
ahh
instead of more of the sexualized busty models it can go on
yeah i'm going through a slight image quandry right now
I prefer modest anyway but I'm not sure if I want to keep having breasts or not
yeah i know lol
FWIW i'm not going any bigger than Lena's default size
so yeah i'm not turbo busty
even currently
but thank you for the advice Diven
can you help me? ;D
simple answer
take it into blender
then take the actual avatar into blender and fit the shoes
uh
How do I scale?
edit mode and it has a scale tool
after deleting the main avatar and leave just the shoe sure
oh uh
for optimization's sake, i believe, is there any benefit or detriment in removing the base avatar's skin underneath the clothes? Assuming there's no plans to toggle clothes off to reveal underneath
i figure deleting all those meshes would be keen?
I mean if you literally delete it then less vertices and blendshape data and material slots if its a separate material
oh sorry i didn't mean delete the entire skin thing, just the parts that are obscured by clothes
less vertices and blendshape data still
is that good or bad
its less so better
Strange but theyre fine in blender
๐คทโโ๏ธ
blendshapes then? who knows
also could be the fact you are using vrcfury instead of just adding the shoes to the avatar directly
Wha.
But its hard ๐ญ
You have to like animate it and then do other stuff
what are you on about
that takes only a few seconds to do
For a person that doesnt know this it will be hard
also dont expect avatar work to just be take 2 seconds and you now have an entire avatar done
it takes time and effort
also just take the time to learn instead of going "it will be hard"
yep
it took me like 9 hours in Blender, plus however many more hours researching Youtube tutorials to custom fit my first outfit, Mystic
everything you dont know how to do will always be hard so just learn how to do it and guess what
it gets easier
welp
alr
you can do it Mystic
That part is for toggle object on/off. If you just wanted to add object without toggle then there is no need for animation.
