#avatar-help
1 messages Β· Page 16 of 1
you already have shoes that are made for the model so you dont even need to edit them
just make sure the bones are named the same (which is very likely since you are using armature link)
then just reparent the shoes to the avatar's armature and boom they are now on the avatar when you export
So I just have to put shoes in the avatar leg?
oe?
or*
assuming the bones are already named the same
just click the shoes mesh then ctrl click the armature of the avatar and ctrl+p
then delete the shoe armature since you dont need it anymore
also when parenting select with empty groups since you already have them
Im talking about blender
It does nothing
A
you dont parent bones
But you said to select Armature
I said select the shoes mesh then ctrl select the armature so both are selected then ctrl+p
thats the armature of the shoes not the avatar
Oh
You want me to select my Avatars Armature?
yes?
the shoes mesh and then the armature of the avatar
your mouse needs to be in the scene
Im doing it
blender controls are by window
I keep saying to select the mesh object in the hierarchy for the shoes and then selecting the armature of the avatar and parent it
I did that?
are you in edit mode or something
But you said to be in edit π
you cant edit anything you didnt enter edit mode with
I said to scale it
but you arent scaling it
I said empty groups already
?
Im dumb ;D
you did it backwards
Anyone know how to setup an avatar thats been bought
It should come with instructions in the download (or the requirements in the purchase page's description)
Dont you have Unity package file?
Yeah but i dont know if i just setup the camera and publish it or i have to put everything together
You have to put everything together
Unless you dont want to add nothing to him
Ok the avi i got was sinestra bunny version
You should read instructions in the page you got it from.
so i was going back and edited the weight painting of my model because the hands were bad, but when i edit the weight paint of the pinkie and then move the hand and arm to test, some vertices seem to be dragged down and refuse to move with the arm and wrist. does anyone know what i did wrong?
it might be accidentally weightpainted to another bone (or not have any weights on those spots at all)
This is often the case if you mirror weights on a mesh that isnt perfectly symmetrical. Just check the vertex influences in edit mode?
woah ok maybe because this is what happens when i bend the OTHER arm..
how/where do i do this? sorry im fairly new to blender
nvm i think i figured it out!!
None of my facial expressions work
It still updates and shows that I pressed the button
You have "Fingerless Cloves" as your face mesh selected. You might have dragged the wrong mesh in there
O
Let me try Body
XD
Still doesnt work ;D
Are you sure you didn't assign the "body" mesh of the body and assign the mesh the face is on? Check if your face mesh even has the blendshapes for it
wdym
hi, how can i make a slider that changes body parts size?
hey?
I am starting my own unity project to show you an example
sure
select the face like this. Locate the highlighted mesh in the hirarchy. Drag the highlighted mesh into the slot on your visemes. While checking the face mesh see if these blendshapes exist on it
what does this mean?
Try to configure the armature and reselect bones for thigh, or leg bone. Might have assigned to the wrong ones.
Click on FBX, and on the right locate humanoid, under that should be "Configure" button.
In your project files
At the bottom window, find it; or just click on your avi's name in hierarchy and on the right - click on blue icon under animator, that looks like a body, should directly pinpoint to FBX, as it's part of the rig.
but the thighs are set as upper legs
isnt it right?
oh the warning is gone
i accidentally made an animation on the avatar, how do i reset the ''motorcycle pose''?
so uh. i had everything worked out and my model looked perfect in blender AND unity and i was like "okay cool time to upload!" and the pc version was fine but um. does anyone know why the quest version in gesture manager and vrchat became.. this?? intended model for comparison..
I have an issue with my impostors lately. They are apparently always stuck Tposing to others. Is it known what could cause this to happen during impostor generation?
Anyone know what my problem is
Some colours (hat colour shirt colours ect) are different on pc than they are on quest
I made it into a slider
hmm I think so
@somber sequoia
Im In unitiy right and I'm trying to move the charcter to test physics but it's not working.
got gesture manager or lyuma's av3 emulator?
Gesure Managaer
cool, you should be able to just select the avatar and move it in the scene view
I didin't work
works for me
Are you in play mode?
Also make sure you're in the scene tab, not the game tab
Alright something went VERY wrong apparently, I added a silly knife with an animation and this happened lmao
you sure you didn't use the ue5 test knife lol
Ahaha I'm pretty sure...
I bought it from POINTLESS, I'm trying to make a clone project and see if it's a bug
if it comes out the same drop it in blender and decimating it will fix that problem
On the other avatar it's sligthtly less than 9k, alright I did something wrong probably
How do I make my facial tracking for the PC version of my avi translate to my quest version? Both versions are uploaded with the facial tracking addon, the same animator, and menu.
the parameters need to be in the same order for both versions
Oh, didnt know that matters. I use vrc fury to add them so I guess I should just merge them manually instead then?
yeah or use the same parameter thing on both
Testing if it works sucks, need someone on quest while im on PC
any other way to test it?
Is anyone else having issues right now with toggles?
They function fine in unity, and I can see them properly turning on and off.
But on the avatar they stay enabled and refuse to turn off.
I've never encountered this issue before.
Like, I changed this one to a button to test and see if it justt had a long transition time or something.
But it doesn't. Its a 1 frame animation that turns on the fire breath, then turns it off when you let go.
But the avatar gets stuck in this animation and will not turn off the toggle.
It's even idle stated
So its not like its getting stuck on something
I'm curious why people use Any State there.
It prevents animatiions from playing in the background
what does that mean?
I've had issues where everytime I join a world, all my toggles have to reload each time
Having an idle state basically tells the avatar to leave the animations off until I activate them
that seems like a lack of marking parameters "saved" in the avatar parameters list.
I wasn't asking about the idle state
They are set to be saved
Here you can see the eye states change when its toggled, and then they go away when its off.
So it IS working, but its getting stuck halfway
I didnt' have this issue until the most recent updatee
is there a way i can make my avatar quest compatable with these working toggles without getting rid of my VRCFury toys? none of the params are working because vrcfury is changing around my order and is making none of the clothing options and whatnot, seen on the quest side!
When you get a vrca file, how do you import it into unity?
Does anyone here know how to fix this issue with vrc fury
The debug says the hip doesnβt match when they share the same name if that helps
You're linking from the armature. Don't do that. Link from the hips of your clothing. You've also enabled advanced link target mode. You don't need to do that either. Re-add the armature link and drag the clothing hips into the Link From box. Leave the Link To dropdown as hips. And make sure the armature link is on your avatar, not outside it
VRCFury automatically handles Quest syncing. Leave all the VRCFury components on your Quest version and just remove the skinned mesh renderers, change the shaders, etc. As long as all the object names match, VRCFury will make sure your Quest avatar syncs. You should be on the latest version of VRCFury, upload your desktop version, then upload the Quest version
thank you
how do I get my avatar into blender or unity to edit it?
I just downloaded it from an avatar world so I don't know how to get access to the files, if I even can
do you mean you picked a public avatar from an avatar world? you can't access the files that way
download it from the internet from websites like gumroad or BOOTH
How do I switch the shader, I cut out a mesh in blender with the cut tool so I dont even have a shader on anything, how do I fix this?
Uhh, anyone familiar with blender, may I ask, whats with this huge bone?
the end point of the bone is pretty far away so it makes the bone look bigger. you could move the end of the bone closer to the origin point to make it look smaller or change the display type of the armature to is doesn't take up as much screen space
oh I see...
not sure why it's so huge but the scale of the bone doesn't actually matter when moving it to in unity, just the rotation and position
fair enough, thanks!
Can anyone help me
select your imported model in the project tab, open the material import settings in the inspector, extract materials, select the material you just extracted, in the inspector change the shader to something under vrchat/mobile
Someone?
Are you uploading to Quest/iOS?
Quest/PC
Quest is limited to 10mb.
Then how a person could upload 80mb avatar on quest?
Can't. Crunch it.
But he did
Not officially a thing that can be done, I feel.
damn
Sounds like some rule-breaking things, like using a modded SDK.
Do not attempt such, as that could result in an account infraction, or worse, a ban for VRC modding, I'm pretty sure.
I will say, if you wanna get that avatar on mobile platforms and/or so your fruit user friends can see it on their phones, pick what features are a must, nix things that you can afford to, and keep it under 10mb.
I'm trying to upload the quest versiom of an avatar I bought, but it won't let me set up the Lip Sync. I drag the body mesh into the box, but it doesn't change. It won't let me change the mode either. Is there a way to fix this?
Once you drag your body mesh in there, if it doesn't automatically set up the lip sync, you might need to manually assign the visemes. Reference the PC version's settings on that.
Typically, I've found, this issue happens with SDK2.0 avatars you've upgraded to SDK3.0.
Thanks so much
thats what i had did, i had used quest tools so it all should've automatically converted with the prefabs and vrcfury components. that had still not allowed me for any changes to be made to the quest side when toggled on pc side
Hold on I think my explanation wasn't very clear. Here's a video of what's happening
This is also the same for the PC version, where it wont let me change anything
drag it in from the hierarchy
Tried in the video
oh my bad, i'd try closing and reopening the project cause i dont know why it would be doing that
Did that as well but I'll try it again. Next thing to try will be to make a new project and see if the problem persists
why does the clothing do this when i open gesture manager
looks like it's not weight painted right?
it should be
i looked at it in blender and it was fine
im trying to make the sweater a toggle though
so i made the model and sweater asset seperate
is there a way to make the sweater a toggle even if the parts are combined
yes, make a shapekey to scale it under the body mesh
there's a couple ways you could do that with varying results
i dont know how to do that is there any tutorials for this
easy way would be the shrink/fatten tool in edit mode but it might clip out of the body when posed
i dont know of any tutorials i just know how to do it, i can try to explain myself
How do I lower the Skinned Mesh Renderers?
If I disable this conponment, my entire model of this renderer turns invisible, but how can I use a default mesh renderer? And why does it use a skinned mesh renderer for everything? even simple objects with no shapekeys does have this skinned mesh renderer.
bring your avatar into blender and merge them
what should I merge?
having never seen your avatar, I couldn't begin to suggest anything
I mean I know that the skinned mesh renderer is a unity conponment, it always felt random how large the number of those is, I wish I just could the "Mesh Renderer" instead but I dont know why. But I guess its less Performance heavy.
usually a skinned mesh renderer is one attached to an armature
from what I guess is the skinned mesh renderer a advanced mesh renderer for objects with shapekeys. but only my avatar itself have shapekeys and I dont need to use shakekey mesh renderer features for objects like knifes, hammer, e.g.
long way: keep the sweater mesh separated in blender, duplicate the armature mesh and delete any bones the sweater isn't weighted to and remove the parents of each bone. switch the sweater mesh to the duplicated armature in the modifiers tab. go into pose mode on the duplicated armature and select every bone, switch the transform orientation to local, press S then Shift+Y , which will scale the bones only in the local X and Z direction and make the sweater skinnier. go back to the modifiers and apply the armature modifier as shape key, then re-parent the sweater to the original armature with Ctrl+P and Armature Deform, then join the sweater to the other mesh. delete the duplicated armature
skinned mesh renderer is any mesh object that's weight painted to an armature
Ok tysm!!! im kinda new to blender so its much easier when stuff like this is explained to me,, i appreciate itt!!11!
hope my explanation was clear enough to understand π
ok, then I guess put the hair ribbon also directly into the armature of the avatar in blender, instead of just adding it in Unity as an additional gameobject.
But I guess the pain will be to join the hair ribbon armature to the armature of the player, without that some of those meshes screw up and becomes a 100meters large.
export with correct scaling settings
not just the armature, you'd have to join the meshes in order to reduce the number of mesh renderers
not only the scale, the entire weightpaint is gone, after adding the hair ribbon armature to the Player armature
join the armatures too
yeah I have no idea what you did there, so...
but that seems like a separate issue from the scaling comment
found it, thanks.
I jsut added the bones to the bones or the mesh to the mesh without both at the same time.
So I have a hold in my avis head
I'm new to blender, is there an easy way to fix this?
fix what exactly?
the hole
like, how can I add new vertices to fix it?
oh hole. Select edges, make a face between them
ahhh thank you!
There any way to turn off backface culling on quest?
the only way i know how to deal with backface culling on quest is to duplicate the faces and flip them
Oh and when rigging, do I connect the left and right leg to the Hip bone in the armature on blender?
do anybody know how to fix animations not working im using gesture managar and i try using hand gestures and even gogo loco but my avatar wont move i go too the animation page and hit preview on one of the gestures and the hand does nothing
I don't know why but this keeps on happening in vrc, now when I go into my avatar it's there (my head) then after a few minutes disappears, not this is only on my camera, face mirror, but main mirrors and placeable personal mirror is fine can anyone help?
Anyone else having issue with SDK 3.7.3 with VRC Constraints?
Does anyone know why Cat's Plugin would be doing... this...? To a model, when I click "Join All Meshes"? It's the Unofficial Version of Cat's Plugin for Blender 4.1 if that makes any difference, but just checking since I have NO idea where to get older versions of blender, lmao.
yeah
previous blender versions here: https://download.blender.org/release/
buy maybe also try applying all transforms with Cntrl+A before joining
You'd have to fix the bad face in Blender or similar, can't do it in Unity
wierd bc the guy who helped me work on it last night got it to work for him without issues and he gave me the exact file
a weird issue appeard, I have a bunch of in blender working shapekeys, but since the last export, not a single shakepey is anymore visible in the FBX file in unity.
But in Blender the shakekeys are all there and they work perfectly.
What can cause such a issue where the shapekeys seems to be gone in the fbx, but still there in Blender and fully functional?
that probably isn't the cause of your problem then - usually it's just going to be a small number of polys affected anyway
Do you have an un-applied modifier that isn't applying automatically when you export? Like subdivision or mirror?
but why did it work for him without modifying in blender but not for me? my computer prob cant handle blender unfortunately
I have no idea what the problem is, I'm just going by that one warning message
No clue how you found it out, before I even uploaded the screenshots, you are a Genius!
Because I've experienced this more than once π
more from the system
oh that's a lot of them, okay. Probably needs a good looking over
I have multiple saves, like "saveV5", "saveV6".
SaveV5 was able to make shapekeys in the fbx but V6 not, I reduzed over 2k+ polygons, just by deleting not visible hair, that was stuck inside the head and never visible to any eye.
I added the decimate tool because I curious how many polygons this will reduce and I forgot to remove it after I was finnished.
yep, that'll do it
a few people have been i recc staying on 3.7.0 especially if you're adding stuff with vrcfury
why do my normals map not fit on the avatr on quest? it fit perfectly on pc but quest no.
possibly whatever work was done to convert it messed with the UV maps, you'd have to investigate that.
?
Can integers work with radial sliders?
wha you mean by fit
@mossy swan no its float and not even 1% precise
The float is bricking
you can use parameter driver but you better off with makin it just work
bricking says nothin to me
It flickers between 1.00 and X (x being any number other than 1)
Hi Kazin
oh this was the thing from the other day, wasn't it π
yes
animation clip inspector, animator setup, transitons, animation clip keyframes. π€·ββοΈ
send imgs i mean
not sure why you have two states in that animation layer. Why not just go direct into the blendtree?
Its a falsesafe in case I couldn't guarantee the emission slider would work.
Kills all emissions with a bool toggle
Other than that, this looks about how mine is, though mine is 2 levels deep in a direct blend tree
My facical expressions are getting stuck but only slightly
I'm pondering setting up some sort of sub menu instead to just have like an array or toggles since I can't get the radial puppet to be reliable.
I like a healthy radiance without becoming a nuclear sun.
Im confused on why you are using a blendtree for that when you could just have a single animation with the float controlling the motion of it
Its a method I'm more immediately familiar with.
literally just have a 2 keyframe animation of it going from 0 to full emission
then just stick the float parameter in the motion time slot
they had a combination of both at first, which of course is weird.
The argument is purely academic until I can figure out why the float parameter is misbehaving. I checked the debug, and its not an artifact of the UI.
My facical expressions are getting stuck but only slightly
I'm reading through your issue and in my opinion its coming down to your own stubbornness of not trying a different, more effective way that they're telling you
Oh?
weight painting
how do I fix this ive never had this issue with making avatars this is the first
no animations work on the avatar that im making
i never touched anything on blender the body head or bones
Swapped it over to do the "Safety" and then switch over to a sliding animation with the parameter controlling motion time. I have no reason to believe this'll fix it? But its something else I can try.
I'm just tossing stuff to see what sticks at this stage.
Also, @night ember Cloud said its more efficient than a blend tree? How come?
single animation with a single parameter controlling the entire thing?
Single animation with two key frames and a single controlling parameter, vs. two animations with one key frame each and blended states inbetween.
Seems like it should be doing the same math either way?
single animation vs setting up an entire blendtree just for 2 animations
Entire blend tree? Isn't the single animation basically a blend tree already?
~~Does anyone know how i can fix items not opening up in the inspector when selecting them? i tried re-opening my project and scene aswell as reloading the SDK theres no errors or anything in console either ~~ apparently something with thry's performance tool bugged the project out kek
D; my viewpoint isnt moving, ive put it to where i always do on my avi made sure it was saved etc then uploaded the avi yet it still have the viewpoint super off, i checked in desktop and vr still the same aswell as making sure theres not multiple avatar descripters or blender camera in the blender scene i got the fbx from yet still screwed up
try expanding the window? Unity seems to be a bit buggy with this sometimes
also make sure that the inspector isn't locked
I am sorry if I seem adversarial. I don't mean to be. I think that's more of my chemistry training coming to bear. Its habit to drill down to understand stuff. I don't particularly doubt that its more efficient? But I don't understand why it would be if animations already exist as seemingly continuous motions (or rather quantized in to very rapid frames). Which I would assume blend trees are also trying to calculate.
can someone help me on this? my animations arent working i dont know what the solution or issue is i never touched anything in particular on blender all the bones move what they are suppose to move gestures or gogo loco arent moving when i use them WD is on i turned it off and its the same issue i dont know
this is a good place to start if you want to dig into performance in this area: https://vrc.school/docs/Other/Benchmarks/
I got confused where "stubborn" was coming from, and realized I probably seem a bit adversarial when I get into questions about someone's work.
Its hard to explain, but its more driven by a combination of curiosity and also wanting to predict things when the next problem arrises. Or how to fully exploit the capabilities of existing systems.
I.E: know its limits
Ooooh no, you just gave me graphs and data...I'mma be neck deep in this for awhile
This happens can someone help check my weight paints
ahh so you are that type. Enjoy π
seems like u just need more weight on the shoulders
Shoulders are hard, but that seems pretty close already
Does anyone know how to properly add pants to a avatar? I have tried multiple kinds and they always just clip right through the legs when i move the position at all
No kidding, this is a gold mine, and it says a lot of interesting things about how the computations work.
blender
blender
dose anyone know how i can fix this (Missing) error thing?
have the hierarchy actually be correct
if you change the hierarchy at all it breaks the animation
when i downloaded the wings it came with 5 animations, so this animations can't find the wings to do the animation, is there a way to fix it or repair it anything?
youd probably need to remake the animation if you cant match the original hierarchy
What is going on with 3.7.3 Build
Ah nvm. I read and it was Poi toon script issue when updating SDK
My facical expressions are getting stuck but only slightly
i just check the whole XYZ Positions and Rotation, they all are empty, they all just the default wings no one of them are bent or spread or anything, i guess i got no choice i have to re-do the animations
In-complete animations? Or bad use of write defaults. Or bad conditions? Could be anything.
Check FX of your avatar which should have states for LeftHand and RightHand
I'd try re-pathing it with that tool first
Ok
You could use Gesture Manager, which can be installed through "Manage Project" in Creator Companion and then import it into hierarchy, click on it, on the right - play.
Then open FX and check if there are issues in animation states.
Why is a part on my elbow moving when jumping like its weighed to a wrong area, but when I move elbow in unity its weighed correctly and I tried moving everything else nothing moves it, I checked rig configuration its not mapped to anything but it still moves when I jump whats going on π
Weight paint issue, have you checked blender?
Yes it's not a weight paint issue
I checked it
tell me the tool to re-path it
it moves fine and the weight paint looks like it should
i wanna download it
but in vrc it does magically shit or something π
I literally posted it in here, scroll up
oh mb, alr thx
Trust me, sometimes it happens. You wouldn't notice by moving bones in unity. Check Blender, try using gradient tool to unweight other parts for that part. Unless it's missing some weight paint? Or an object is not connected properly, under something else, as example: arm attached to hips
no dude I moved the hip bone to like 100 on the Y scale
I know weight painting alot im 100% it cant be that, I checked for weights on every bone
it's probably attached to a child of the hip bone, if it doesn't move with the hip bone
no its all correct
or maybe even unweighted
but for someone reason it just keeps doing it
I know I might seem stubborn but I am serious I checked absolutely everything
Then your best bet is to ask for someone's free time and let them look into it. This would take a few mins probably. It's better to have multiple checks in case. Some may notice something different.
Just FBX file, to check in Blender
Also, someone, who you trust, or is known.
trying to make 2d visemes in unity but they seem to get very delayed and doesnt seem like they play right, followed a tutorial and still nothing, anyone know a good tutorial out there that might help
I've been having an issue with my avi where the imposter generated for it is stuck in a T-pose and can't move in the world, so it ends up getting stuck at spawn so people think I'm there when I'm somewhere completely different. Any idea on what might be causing the issue?
GoGo Loco error? T-Pose is missing? Maybe. Just a suggestion. But if your avi is ok, therefore should imposter be same.
This is more of a blender issue than a vrc issue, but I hope someone can answer it real quick anyways, uhh, I tried to follow this tutorial to add a texture, and at 2:19 it doesn't show that weird box layer on the texture in the newer window when I press TAB
is there a plugin for animating?
like for example if i animated a part the plugin make the other part similar to ir like mirror
is there anything like that?
the uv map wont be visible until a face is selected
a face? What exactly do you mean?
Faces are polygons that make up the mesh.
just press a in edit mode to select everything
ok...so I have to exactly select the side (face) of the object I want to texture and it'll show up?
The avi is fine on PC and Quest, it's just the imposter which is broken
anyone having issues with VRC constraints since the update? It doesn't work at all for me
it actually broke what used to work. Even the ones that were uploaded in the past.
I downloaded a handgesture animation unity package thingy, how do i add it to the avatar and get it to work
Parameter is still borked
anybody know how to fix this
Any idea what to do?
whats the issue exactly
nvm i literally just took the .001 off my amature name and it fucked it up LMAO
note too self dont change name of amature
iβm struggling to understand this
iβm assuming the secondary eye is the eye color itself but when iβve tried to color the texture it does NOTHING
Hello everyone
I'm generally new to VRChat, as I just started playing it about 2 weeks ago to join a friend online.
I've experience with Unity, so my friend asked me to add a prop to her avatar. So I figured I'd take a look.
The process went pretty smoothly, but I've run into a little problem.
Using Gesture Manager's debug menu, I'm able to toggle the new prop on and off correctly. However, the menu (from left controller) doesn't turn the prop on. But if I enable the prop, and then use the menu turn it off, it works, but again, turning it on doesn't work. It's just stuck to off.
As stated above, using GM's debuging options I can turn it on and off, so I'm kind of stumped as to what I should be doing.
The object is a child object with an Audio Source that just plays a simple tune. The object itself is a child object to the avatar. The object is enabled by default, and disables (as expected) when the editor is running.
I'm not quite sure what I should be looking for now, as the menu has the parameter matching properly. I've also used the same variable name for EVERYTHING regarding this object.
If needs be, I can post screenshots, but I figured I'd ask first incase someone might know directly whats wrong.
Thanks for reading! (And sorry if I interrupt something already being discussed!)
Might be the menu control being the wrong type? Is it a toggle or a button?
It's a toggle, and I set it as a toggle because that's what everything else in the controller mappings had for things like clothes, other props, etc.
I did at one point try changing it to a button, but that didn't work so I swapped it back to Toggle.
So you got a toggle, good, what is the default value of your parameter? Did you check for duplicate animations in the first layer in FX? Are you using WD On or Off?
default value is off. Infact, I turned all 3 of the parameters off while I was testing things. Off the top of my head, I didn't see any duplicate animations; though I suppose it is posse that the anim is on the wrong layer? Something I should check. And I'm afraid I don't know what WD is, so I cannot say.
Oh, and by all 3 parameters off, I mean default, saved, synced.
Right so in your FX controller, check that your first layer (base layer) is empty.
WD stands for Write Defaults, it's the checkbox that you can see when selecting a state in your animation controllers (in that case your FX controller)
AH, I'm a good 90+% sure that WD is turned on, as I matched what the other props and objects were doing.
I'll check that FX controller layer in just a tick.
If you're using WD On then your logic must be something like :
- Idle/Default state : No animation
Transition when param = true to :
- On state : Animation that toggles the object
Transition when param = false back to Idle/Defaults
Yes, that's correct.
Just opening up the project now, I'll be able to provide screenshots
I see a few errors in your console, one seems to mention your music off state
Oh. I honestly did not see that error last night, you're right.
If you want to screenshot that or paste it here
That parameter is NOT synced and saved
Look how the 3 checkboxes are unchecked
That would explain your issues
(well it shouldnt be saved probly)
True but eh
Oh, I thought that those were 1) regarding saving the avatars state for world transition and 2) Synced to the network for others match on their end.
I clicked on the error and this showed
But i did set it in the FX Scaled controller that the avatar is using.
So the first one (from left to right) is the default value, which is correctly off
The second is the saved value, which indeed determines if that value resets to default when switching avatars or worlds, probably good to leave that off
The third determines if the value changes on that parameter are being sent over the network, you probably want that on
Ah, so exactly what I was thinking it was. I have them turned on now anways.
Now I just need to figure out what that error is there, and why no parameter is showing up.
This error is complaining about a controller named "Spell SCALEABLE NO DISSOLVE IN", the FX layer you are using and editing seems to be named "FX Scale" those are two different controllers
Yup, that's correct. And FX Scale does have the layer and parameter in it.
If I were to guess, that "Spell SCALEABLE NO DISSOLVE IN" controller is currently in the animator slot on your avatar
You probably want that empty and instead only edit the "FX Scale" controller
easiest way to fix this? do i make seperate unity projects for pc and quest or something? i genuinely dont know how im going over this bc all my quest materials have tiny textures
does it include all the assets in the project or something
Lower texture sizes and overall number of objects
Ah, you're right!
@shrewd edge step one is use vrcfury it comes with blendhsape optimiser
im already doing this stuff
10mb is a really small size to fit into when was that changed...?
then thats it, if texture sizd and blendshapes dont help, only actually removing assets
Simply leave that controller slot empty and edit your "FX Scale" controller, or you can slot "FX Scale" in it instead if it makes it easier
i have never hit that limit before ever?
Nope, even doing that doesn't work. Same issue.
While in play mode can you check the controller on your avatar again?
I see a few thinks mentioning VRCFury, it might be overriding your changes
While running, it gets changed. I think you're right about it being overwritten.
oh, if its vrcf just use vrcf toggle component
no need to manually edit menu controller etc
you need only animations
Might be better if they learn how to get it to work manually first tho
Instead of fully relying on tools
Up to them tho
I did keep seeing something about VRCFury doing it automatically, but I wanted to know how to do it manually. I like knowing how to do things manually before automating them lol.
But that just leads the quest, whats the fix? Where should I be looking now?
Might be a bit iffy to debug that over text, mind trying a VC?
by maximim here does it mean theyre gonna kill me with hammers and block my avi or is it just ">.< we're gonna hide it by default unless someone manually shows it"
Sure thing, where to vc?
It will just be very poor
Sent a DM
thanks! and just to make sure (its been a few months since i last played) you can still see very poor avis on quest by manually showing the avi right?
Thanks!
Yes
okok good thank you!
i see a new ios tab do i have to manually do stuff for that? i googled it and didnt get an answer
actually nobody in my group plays on ios idgaf
on ios, very poor avatars dont work at all
I want to create a toggle to control the avatar's position in space. I create animations with y 0 and y 100 position. I customize it and it doesn't change in vrchat. Before this I have already made animations of the face through the hand and animations of objects. How can I implement this correctly?
for some reason most of my avatar is black on the mobile version of vrchat specifically
likely vertex colors, the mobile shaders use them by default
it looks normal on quest
oh, not sure then
i have a feeling that this is a bug
iirc you have to put the avatar into temporary pose space. I don't know of a tutorial about it, when I last looked into it I was digging into Gogo Loco, since it does this
cuz i tried atlasing 2 textures, one of them not being black in vrchat, and that made the other texture also normal. it's like it can render only one texture at once...
also, on this image you can see that just the albedo is black, the normal is there
i fixed it!
so, when i was beginning to make my avatar, i couldn't fit into the 10mb limit for android, so i set texture resolution overrides for android so that it would fit
but i've made some changes since that and i didn't need these overrides anymore, so i disabled them
and now it works
Is it a bad idea to enable/disable the game object if a bone, from my avatar armature?
Or should I better scale them to 0? ifI want to make the mesh disappear that is weight painted to this bone.
even better, if you are able to join the meshes, you could make a shape key to make it invisible
I thought shapekeys are more performance heavy and also does cost more effort in blender
its less effort than using a bone
it's not that hard. just create a basis shape key, and another one, and in that one modify the mesh
and then you can use that shape key in an animation
In my case, I want either scale down the bone to 0 to make my mesh disapear or disable the gameobject of it.
But what is the benefit of it?
I already have weightpainted it to my bone?
Do I get a tiny bit better performance or do I avoid a bug that could happen?
with shape keys you don't need multiple meshes
since Unity 2022 they aren't anywhere near as much performance impact
I made Handcuffs but to avoid one extra material, I put the texture in the atlas with the Avatar textures. But I want to also toggle those handcuffs, so I already weightpainted them to a bone, and that bone is connected to the arm bone.
and less meshes = better performance
I'd be doing UV tile discard for that π
not sure what kind of mesh you mean, but my handcuffs does use the same material like the avatar. the handcuffs does use polygons to be visible and polygons are a mesh.
I dont mean some kind of Unity conponment,
as in, meshes that are seperate, have their own seperate materials
but I join them to the of the avatar in Blender
oh
everything about your avatar that makes it visible uses a mesh
But it shares the same Unity Componment like the avatar and the avatar itself already have one.
the handcuffs are also part of the Skinned Mesh Renderer of the Avatar body
so then they are the same mesh
no extra componment what would increase the VRC Upload counter.
I only asked, should I enable/disable the bone where my handcuffs are weightpainted on or should I better scale it in a animation to make them disappear?
Hi guys, need some help. For some reason head of my avatar is transparent, so I see other faces inside of it. How to fix it? :<
enabling and disabling the bone doesnt do anything
ok, gues I only have the choice with the scaling.
(without recreating the handcuff part again in Blender, just to make them to a shapekey)
open your model in blender, go to edit mode, select all polygons and press shift + n to recalculate normals
Ok thx
Hey, does anyone know if it's possible to add animations to avatars with a generic rig?
I am absolutely ready to create walking, running, sitting, jumping, afk.... animation to my avatar
But i just cannot find any tutorials
Hey, I've been having a stupidly strange issue that has made my commissions become more and more delayed as time goes on, but why do my blend trees just randomly disappear?
basically gotta recreate all the animation layers with generic animations, you can find the default animator controllers in the SDK files of your project and copy and edit those
aaaa thank you
most important one would be the locomotion (aka base) layer, you can replace the animations in the blendtrees, and if you want you could even delete points on the blendtree to simplify it because there's a lot by default
Ok, nothing changed :/
does the yellow material have transparency enabled (also you do not need that many materials for completely flat colors π€¨ )
No
Actually, can you tell me, this recalculate is for face or full model??
in blender you can enable backface culling and that'll help see what needs to be fixed
I don't have the same thing-
click the solid circle
Anyone know how to make a contact toggle that shows the button that toggles it being pressed?
I'm struggling with weight paints can someone help me heres the issue
shoulders still, right? What are you struggling with?
Trying to properly weight it and figuring it out
Im ok at weights but not on this level
shoulders are one of the hard ones, yeah
Whats the best tips u got
keep trying until you get it π
actually one more: don't be afraid of just moving the clothing mesh further from the body, sometimes you have to.
i'm trying to make a slider to change body part size, the slider works but the parts don't change
remove excess physbone components or limit the number of transforms (bones) the components affect. Lots of discussion about it in #quest-optimization
where is that at?
kazin can you help π
where is what at?
so i can remove it
all I can say is watch the animator while testing in play mode with gesture manager or av3 emulator and see what's actually happening.
I have no idea what your project looks like, so no idea where physbone components are
"somewhere on the avatar" is the closest I could get
can we call rq?
I don't do that
ah
idk, the animation works but not on the slider
weight paint it while it's posed and if you add weight to a group remember to remove weight to other adjacent groups and vice versa
Can someone please DM me and send me a light tutorial on how to make an avatar vibrate like this? I need it for avatar. I'm working on and I want it to be more accurate.
Ok,I'm back from last night, now I need some help applying a texture to a select part of a mesh...but the thing is, I wanna dm about it, because this project is kinda top secret. I don't want people in the vrc discord to leak what I'm doing for the fandom I'm in lol
@raven orbit you were there last night when I asked about the blender issue, can I dm you?
Um i altased it into one material
sure but cant guarentee a quick reply cause im busy rn
ah I understand
if it's a submenu, why do you have a parameter on it?
you probably don't need the parameter in it
Screw it I'll just expose the project because I want answers.
Trying to apply the texture on the left to the mask on the character's face to the right, namely onto that plate. It seems like it did apply the texture, but I need the face to, well, be on the face of the character.
Any help?
What does the uv look like
The double arrow at the top left should enable vertex selection sync
So have the face selected also
it looks like this π₯
You may want to orthographically view the face, hit u -> peoject from view to make a flat projection
Not on the whole avatar
Only the one face in the face
Perhaps hide the rest of the avi
I'll try that rq
if i have multiple parameters do i need to change the number next to them?
I could just delete the mask and try to apply the texture in a separate project, if you think that might be better?
The separate project being the mask
You could do that but hiding the avi is easy
Select the face, ctrl i to invert your selection, then h to hide
ah ok thanks! Now what happens from here?
It appears that it is assigned to the body material
Ill assume the face img is a whole other material
yeah
So select the geometry there, select the other material and click assign right below the material list
The image should change based on material assignment
I selected the geometry and it looks like this on the left (I didn't even select the other material to assign, it just automatically switched to this)
Then it is assigned, just not unwrapped
Do this
I see...now it's sideways tho π
Now you may rotate the image or uv to your liking
The vertices you see on the left now control whats where
You can drag them around how you like
vertices on the left?
Id select a, hit r to totate and then see what works
Hey fellas, how do I unclamp meshes in unity?
I gotcha, I rotated it. looks great! How do I reveal my hidden mesh now...?
Alt h
broooo thanks so much!
No problem
Keep in mind if you change the geometry of this face mesh, you may at some point need to unwrap it again. This is why uv stuff is a task we do rather late when we are sure it wont change drastically
not sure what this has to do with weight painting?
unclamp? What does that mean
I assume unclamp means detach from an armature to make objects movable
Heck i was wrong
Idk what "player settings" are either
Blendshapes can be between 0 and 1. In BLENDER they can be pushed up to 10 iirc
You do not need to worry about this. Avatar makers know this and make Blendshapes perfectly ok to be clamped at 1 max
i just wanna remove a collor for an avatar, but for some reason the toggles are blend shapes instead
Do you mean color or collar?
but for some reason i cant alter it when i go into play mode so i assumed its because its clamped
collar
my bad
is it a separate mesh object? If not, you'll need to go into Blender or similar to split the mesh into separate objects
Its not because its clamped. So youre saying theres a blendshape to hide it and once you hit play it comes back?
exactly
i can't change the scale of a bone when animating
That means the blendshape is animated
In this case theres likely a toggle for it in your ingame menu.
The functionality for this can be found in your fx playable layer if you really wanna remove it
Having it as toggle seems decent tho :3
alright thanks a million
Hi, I have a problem. I wanted to make a folding phone and to open it I used the script Speed Calculator. But it can't be downloaded. Are there any substitutions?
Translated with the help of a translator
do you know what file type it is?
if i try to change these values they go back to 1
C#
ah damn then idk
Thanks anyway.
@junior void One last question, I'm so sorry, but did I forget a toggle or something in blender?π
face no appear in unity
Did you create a Material in unity that has the face texture and added it to that Material slot?
ahhh how do?
Dont rely on embedded materials from blender ;)
In your asset folder, right click -> create -> material
Import your face texture and assign it to the albedo slot of the material
Then drop the material onto the slot
oh in unity you mean, I get it
Ye ye
Nvm i see the preview in the bottom
no, I drew it and added it to blender(?)
Did you assign this material to the material slot on the body?
I fixed it lmao, I had to do that
Yay
Again, mega thanks and thanks for putting up with my goofy self lol
How can I set so I can open files using Unity 2022.3.22f1?
Since I cant do it now
Open what files
Delete everything except Unity 2022.3.22f1.
i did
it shws open with unity hub
how i lcate it
Oh uh, I uploaded an avi to build and test and it's stuck permanently t-posing. What did I possibly do wrong?
ddnt found it
Did you forget to export the armature
how do i animated my emmison strenghth? am trying to make a button the glows when you touch it
help ;D
i can't change these values in animation
oh shit
Lol
I can send you screenshots, but I have Windows in russian, is it not a problem?
im russian
its fine
heya i was hoping someone could help me? ive added a new bodysuit to my avatar and everything fits on perfectly with no clipping when in pose mode, however whenever i go into play mode in unity the Giggle physics on the chest causes the skin to clip through the bodysuit, any tips?
use blend shapes
Did you limit your weights?
Unity will strip weights to 4 bones per vertex
i thought of that but there inst a blendshape available to do that
Also yes, using blendshapes is common
you make them in blender
it doesnt come with it
or most dont anyways
but there very easy to do
i transfered my weights in blender if that what u mean?
i would have to add that to the base model tho, its a complete avatar i purchases with outfits already attached just wanted to add a top, everytime i try to make changes to a base model when i reimport it into unity they brake
thats what im saying it dosent
If I understand correctly, right-click on the file you want to open with Unity.
doexnt work
ir opens unity hub
the creator probly tested it with lower phys bone compared to yours resulting in no clipping
so how could i fix this?
Try opening your project and then opening the file.
reduce gravity
and i think pull
i dont reamber phys bone settigns too much
but all your current numbers for em take away 3-4
so if you got 10 put it to like 6-7
on the base avatar?
where ever the chest physbone is
alrighty ill give it a go thankyou
yw
@junior void I uhh...think I didn't forget to export the armature. So I think something else might be wrong. I exported in blender after making sure I wasn't in Edit mode and I selected both before I exported. Any other possible issues?
Actually, I think the armature is not a parent of the mesh...let me see if I can fix that myself rq
doesnt work
I don't know anymore, I'm sorry
how to fix this?
You cannot animate those transforms directly
You have to go through the animator parameters like Animator.Left Upper Leg Front-Back
whaat
And probably have to use VRC Animator Tracking Control to take over animation of those from the IK system
no luck :/
(watch a tutorial on this, it's a bit complex the first time)
Hi, I have a problem. I wanted to make a folding phone and to open it I used the script Speed Calculator. But it can't be downloaded. Are there any substitutions?
Translated with the help of a translator
wai you can use scripts on avatars?
what does it do?
no
so howd they use a "script speed calculator"
not all scripts are designed to stay on your avatar, some are just editor tools
but I have no idea, which is why I asked what it does
Counts speed and turns on animation when a certain speed is reached
ow
you can use the various velocity parameters for that
worse
ow
ok undo what i said
and try changing 1 option at a time to see what made it worse
I am very weak in programming in C# is there any ready-made variant or example
this disappeared for some reason but i can't change the values in the animation
this is not a C# thing, you do this with the animator
how?
there are many many tutorials for animating
Ok, anyone familiar with Blender to tell me what I did wrong right here? The mask is not on my face...
how do I attach it lmao
You didnt weight paint it
gravity
ooooh my god, you came in with the clutch, I'll see if I can fix it by myself π₯π
I dont mind walking you through
so am assuming if its lower its worse?
in that case in crease it
by like 2 or 3
yes and the same for when its higher
yea sure one sec
decrease the stretch
to 0.40
and increast stiffens to 0.109
that should make it better
alrighty
stiffnes should make it move less hopefully decreraseing the clipping
same for the stretch
still clipping :/
less?
no change..
alrighty
@junior void alright...how exactly do I do this? Because when I draw with the brush I don't see anything change...
still clipping :/
unfortunatly not
hm
alrigh
honestyl
pull
igs
pretty sure if you decrease it
it will move less when moving
might be wrong though
ill give it a go
in gesture manger?
and ingame
ow
i dont get it still no change
try giving it a locomtion
BRU
why
the physbone
should be makign the clipping better
your edditign the right phys bone correct?
thats what i thought but for some reason when i put it into play mode it still acts and clips the same way
yea
hm
it's gone??
only physbones there are for the left anf right breast
is your avi a humanoid?
oh i just saw the problem
hmmmm
You dont actually need to use weight paint mode. Go into edit mode. Find the vertex groups. They will be on the right side panel where the small symbols are in a column. The one youre looking for is a green triangle. From there, find the vertex group called 'head'. Hit 'select' below it - that should light up some vertices. You must make sure you have nothing else selected or this will backfire. Now also select the vertices of your face mesh. The l key will help to select linked. I will repeat tho, do not accidentally select more, only what it lights up when you select the head group amd your mesh on the head - then hit assign and youre done
ngl only thing left i can think of is A contacting the creator you purchesed it from for assistnaces or B taking it into blender your self and adding a blend shape
ok...like this?
ah so this
alrighty ill shoot the creator a message, just that the top was from a different creator so not sure if theyll know how to fix it, but worth a try!
Yes
ow hmm
honestyly would have assumed that creator would have included a blend shape to fix clipping by deafult
but they prob didnt intend on ppl adding clothes to it
alot dont nowadays which is annoying :/
ok,I got the head selected, what's next?
I edited my msg :)
To explain: vertex groups equals weight painting
So by hitting assign on a selection on a vertex group, youre assigning weight to the mesh, telling it to move with the bone which carries the exact same name as the vertex group
Theres a direct link here :)
so is it L key by itself, or shift L? or...
can i upload a new model and use the same animations?
it's the same model, but updated
If you hover your mouse over one vertice of your face mesh and just hit l, it will select all linked vertices
usually - humanoid animations definitely. props and things, if the components are in the same place in the hierarchy, almost certainly
Thats the fastest but you can also hold shift and click every vertice on the face
Thats tedious tho
it selected the ear. Is this safe π₯
Nope, ctrl z
gotcha
ok I pressed l and nothing else highlighted this time
there's also a random vertice on top of the head that wasn't selected, should I link that one too just in case?
Looks good
Thats your choice. Id leave it be as its probably assigned to ears but should it be?
This is where your own logic comes into play
Choices choices
it might be attached to the ears, so I guess I'll leave it!
so, where's the 'assign' that I press?
In the vertex groups, have the head group highlighted in the list. The assign button should be right below it
I clicked it
You can then test it by clicking off the mesh so nothing is selected and hit "select" on the head group. It should include your mesh now
If thats the case, youre done
ah looks like it's all connected
once again, you've saved me a ton of pain. Thanks !π₯π₯π₯
I been there, so dw about it. Keep learning, youre on a good path π¦Ύ
I'll keep on keeping!
How do you open a unity file π
I cant cuz it says Unity Hub
Instead of Unity 2022.3.22f1
pleease
Im desperate
unitypΓ₯ackage
Cant separate the jacket from body
in Unity, Assets -> Import Package -> Custom Package, select file
ok
so? That has no effect on this either.
how high is the performance impact if I use multiple "VRC Animator Play Audio"?
I have 10 Layers and each On/Off Animation is a int, and the int would also trigger this Behavior, so that the avatar also plays a small little audio like cloth sounds if you enable CatEars.
*How high is the performance impact, if I would apply this behavior for all of my 10 layers?
- And is there a more efficent solution for this?
if you're using one audio source, this just triggers the audio, it shouldn't add any significant performance issues
obviously the more audio clips you have, the larger the avatar, and if you have them set to decompress on load (probably don't), it'll take longer for people to load your avatar.
I have 1 audio source, but 10 Behaviors on 10 different Layers. every layer is for another Item I want to equip.
what are you trying to show me?
those audios are small as hell and just 1 second long.
okay...
So, how big could be the avatar size impact based on this?
I just have more worrys about the usage of that many VRC Animator Play Audio Behaviors and that I use now Int instead of bool, to also use the same parameter in the PLay Audio behavior.
seems like you could do the math as well as me, I was just pointing out things that can contribute to performance issues.
use that advice as you see fit
thanks
hey can anybody help me rig some animation stuff to an avi? I have the animator open and im following a guide but im missing some params and dont know what to do?
How do i add a vrcavatardescriptor
click avatar root, look in inspector, click "add component ", find that component
wow my computer got all laggy for a sec there
Don't know if this is proper area but I'll ask nonetheless, is there a free wickerbeast hoodie that can be easily edited?
wheres the avatar root at?
Click on your model, on the right side you'll see another menu, click "add descriptor" (or component, idk i dont have unity infront of me) and scroll to find avatar descriptor
may I suggest you watch basic setup tutorials?
okey:)
would anyone be willing to help me ?? rlly wanna buy this avi but im worried i wont be able to upload it D: my first time doing anything like this
What model is it? If you'd like i could try uploading it for you (if allowed)
its a pc&quest avi by strawbunny! theres a listed 'upload order' but im a noob and none of it really makes sense to me ,,
im having a hard time wording my problems
the creator does paid uploads so its not a big deal if i cant manage this but i'd like to just so i dont have to worry about it if i buy from them again
I've never seen that before-
Try finding someone who's uploaded another model by them to see if they can help
alr! thank u for ur time!
I'm editing a Manuka model (booth) and already changed the booba blendshape to what I want. However when I enter playmode or test it ingame, the booba size is not what I adjusted aka default size and I don't want to use the redial toggle in the default menu. How can I fix it?
oh fascinating, an unlocking script.
Modular avatar is not adding clothing correctly to my avatar
I dont know how to fix it
trying something to fix it
I'd recommend to highly stay away from avatars who use this "GonsoLicenser", this DRM prevent users from editing their avatars (Model File, FX layer, and Menus/Parameters) for the sake of "Anti Leaking" even though ripping and reconstruction can just negate that entirely.
It's insanely anti-consumer
jk figured it out
all you'll be able to do is upload the avatar and even then if the servers for this script goes down (gumroad licenser) you won't be able to even upload. You essentially don't own the avatar
selfish request: can anyone hop into a call with me to help me figure out how to set up some props and animations? I dont have states on my animator I set up and cant find out where or how to get them
I have my avi rigged and everything already I just cant find good info on what im trying to do
wow that licensing thing is ridiculous. I'd definitely be rebuilding the scene to remove that.
removing a major point of buying avatars (editing) for the sake of the avatar not being "Leaked" is insane
Trying to upload an android version and I'm getting this error:
Id look at the console
Horrible images <.<
lmao I'm so sorry, lemme try again
Could you hit clear, try uploading again and show us the first 5 errors that are red, all the way from the top?
The bottom ones are always just telling you all the subscripts that failed, but the original issue will be at the top
the one at the very top is telling me that all pipe instances failed, but I usually solve that one by waiting a few minutes, and it never gives me those two errors windows from the first pics.
so I'm not sure what's going on
Trust me just this once? XD
it might be a vrc fury issue, but it tells me to just look at the before issue π I would take a better pic, but idk how to screenshot on this computer.
Welp, might as well learn...
If it's a windows pc hit ctrl + shift + s
Or just look up your computer model for screenshots
Windows + s?
Someone try it
Never seen that one but i know what io is. It makes me think you may have a potato pc. What are the other 5 errors?
pfffft idk dude, I've uploaded avis before with no issues, it's just this one π
it's claiming that something failed to compile
I just closed and reopened unity, let's see if that fixes itπ
It worked
kek
Thanks again! π₯
I cant move my prop under my avi rootbone?
Odd but hey if it works
hey is this a good place when for help? i have a problem on unity with an avatar
I have a GIANT contact on my avatar that I don't know how to get rid of, and it doesn't show anything in unity about it, help? ;w;
Do you use VRCFury on this avatar
Yeah
And a certain βsystemβ that comes with VRCFury
No "system" on the avi
