#avatar-help
1 messages ยท Page 19 of 1
I suppose it's blendshapes. Click on body, and then look on right - you can use sliders.
Which shrink parts
Otherwise, some models have some parts removed and the only way to recover is only blender and manual editing.
The thing happens if I don't change nothing in the model
It's not the size problem
Or bones issue
The model is fine
Same in Unity
Your export settings are bad most likely
The boundary is fixed and set as needed
See I get the less crashers thing but limiting avatar size had nothing to do with it I haven't seen a crasher since eac was added yet last month since I researched it they dropped avatar size in half at this point making it impossible for any 4k avatars or avatars with high textures at all so far I've had to cut all my avatars to 1024
I've been crashed twice this month
It happens even if I export without changing nothing
Crashers exist still, in fact, I found one by accident, randomly, which crashes your own game instantly. It has insane boundaries and a lot of mesh particles
You should change export settings all the time
Local vs FBX ALL is a lot of difference when it comes to scaling
People are obsessed with crashers
I found 3 people using it on a server
Idk how to use that
I don't even know what it means and where it is
Screenshots always help by the way. The easiest way to make screenshots is using "Shift + Windows Key + S"
Which lets you crop and take screenshots instantly
If I were at home, I could explain
Ig I will just find a tutorial on YouTube
But follow on what I wrote before
Okie
If needed, find related info on how to replicate that
I will try
It's either unity being at 1 cm scaling instead of 1m, or bad export settings. Both can be fixed through Blender.
I will try to search on YouTube
But can you tell me where I can scale it?
If Unity shows your FBX as 1 cm to 0.01m (or something like that):
In Blender - select all parts on the right, everything, press S, type 100, press Enter. Press CTRL + A (i think) -> Scale.
Export as FBX 0.01 scale, fbx all, uncheck add leaf bones, check apply transforms.
Otherwise skip scaling part, export as the last three steps (if Unity shows FBX as 1m instead of 1cm scale)
Alright
Hey guys this might be more of a blender thing but I'm still hoping someone can give me some advice on this. I have this avatar I bought a long time ago and I altered the face shape a lot which caused the shading to be super weird. It's on auto smooth but even with fully smooth shading I still get these weird shadows that make the lips look like they're puckering. I tried to recalculate the normals, but it didn't change anything either. I'd appreciate any advice on what I could try to get rid of that weird shading. I usually just have to use flat shading on the face because of this, but I'd really like to just be able to fix this so it doesn't always have to be flat.
The message is about unity being confused which is your left upper leg
Not that its not present in blender
Go to your rig config settings
Makes sense, unitys rig thing takes weights into account to auto detect. Shouldnt be a problem to mirror from the right leg tho if thats the case
Anddd its still offing itself
it was litterally just working
all i did was seperate the eyes in blender then reweight them then addthem back
wtf man
hes working in blender
the bones are all named correctly
anyone got any idea?
Well, i assume the bones are in the hierarchy and that it only doesnt recognize them anymore so technically you can drag them into their slots
however, this looks like you have a mirror modifier on
you should apply all modifiers except armature before exporting
it magically fixxed itself once i relaunched blender then exported the avatar as an fbx
so im assuming i toggled some random option that decided to ruin my day
but i still have no idea what it couldve been that had that effect
I uploaded an avatar, and it's just a robot. is it corrupted or just bugged out?
does it say "security check failed" anywhere?
Yep
which platform are you uploading it to?
PC
ah likely an optimization issue and texture memory size being too large, take a screenshot of your model's stats in the upload panel
Thing is, I just updated the picture and removed one of the dress I don't usually use. And it just turned into a robot
This is texture memory usage
Does it show uncompressed size?
Where to see that
It should be showing in the performance list in the sdk.
Same place as where you're looking at the texture memory.
I don't see any
So I am using Eyelook, but for some reason her eyeballs go in a circle????
Is there some sort of thing I can edit to lessen their turning amount?
Then you're using old sdk which doesn't show the metric. That make you able to upload avatar with excessive size which make security check failed.
That's wayyy too big, please reduce that drastically
You should try not to exceed 150-
Start by importing Thry's avatar performance tools, this will help tell you which textures are too large and provide buttons to lower their resolution
Still unsure how to fix this ๐ญ her eyes just be spinnin
Are you animating that gesture in your FX layer? If so, separate the "gesture" part of the animation and instead have it toggle the giving gesture in your gesture layer
nope its in the gesture layer
The "EyeLook" section of your avatar should define the maximum angle for eye rotations
Then it's probably conflicting with your regular gestures. You could just add that gesture to the same layer as the others and it should work
ill try that, thank you
for some reason when on preview, her eyes are backwards from the start, so I did rotate them quite a bit ๐ฅ
Is it a model you made yourself? Cause if so you might need to reverse that in blender. If not that might be a bit more tricky. Perhaps you can change the default rotation of the eyes in the rig settings or in the armature directly?
Ignore my fucked mic
You messed up a transition somewhere
looks like loop time
It's probably the logic dictating when to go to Idle/other gestures, you need to add the condition to check that Barbell is false
Otherwise it will keep going between Idle (because GestureLeft = 0) and your custom one
So every other gesture transition should check that Barbell is false
Glad to be able to help ๐ซก
Haven't found any solution. Ive tried everything but it turns to be a problem only in-game. On blender and unity the coat ends are fine. Ive checked everything: mesh modifiers, rig, weight paint, unity rig and just anything connected to it. any help?
Does it happen when using gesture manager in unity?
Nope
Hmm... Do you by any chance have a physbone on a humanoid bone?
I do, but im pretty sure it shouldn't happen since the physbones of the coat are not parented to the legs.
Actually let me reword that
I only have physbones on the root of the hair and the coat.
the hair is fine but the coat also looks fine as well, at least outside of vrchat
Those are not humanoid bones, you're fine then
Humanoid bones are your actual rig bones
You can un parent them and put them under the bones if you wanna
phew. Thank god my actual humanoid rig is all fine
Ive checked it while trying to fix it myself and it seemed fine
I would say, try adding a physbone collider to prevent the physbone on your coat from going inside your torso, maybe that'll do it
I'll try that!
Let me know if it does it
Have you checked that it does indeed prevent the physbone going inwards properly? Usually it requires the collider to be a bit bigger than it looks
Also only works if your physbone has a collision size that is adequate
If that still doesn't work, try deleting the physbone and see if that changes it. Could help pinpoint the issue
yeah let me actually remove it, maybe i dont even need it in the first place
It could still be applied to the lower/endbones to add some movement at the bottom of the coat without risking having it clip higher up
OKAY even with the physbones removed it still the same
Well at least that narrows things down
It confuses me how its only in that idle animation where the legs are close
I has to be some kind of weight paint discrepancy or something. Unfortunately I am not knowledgeable enough in blender to help on that front
Alright, ill try to research more. Thanks for helping tho!
Np!
Blender has an option called "Preserve Volume" on the armature modifier. You wouldn't happen to have that enabled, do you?
Never had it enabled
Hmm.. Maybe it has to do with weight normalization or something then. Hard to say
ive seen someone say to recalculate normals, im going to try if thats the thing
while that, let me post some weight painting images
Yeah the weight paint on the leg/thigh looks like this
For quest users which gogo loco should i be using or does it not matter?
Tbh I might as well redo the entire bottom coat, maybe that could somehow fix it
Why are we looking at the legs?
This
Right but have you checked if this happens because of a bone lower than the leg?
Accidents happen and so what if theres some weight on the toe that causes it?
So what I'd do here is move the legs in blender so that the same thing happens, set the armature modifier to display poses in edit mode, then go into edit mode on the mesh, which will now stay posed and clipped, and select one of the funky vertices and see their weigt assignments
set the armature modifier to display poses
This is such a useful trick that I wish I'd realized sooner
someone who has substance painter willing to help me with something? i have an spp file for an avatar texture i need converted into something else
converted meaning
no work, just export textures?
yeah, i dont have substance painter and ive never used it, not sure if you can export it to something like a psd or not
you can export texture files.. not sure about PSD (I never use it), but I can look
I'm not sure how much sense that actually makes
doesn't look like that works
no wait, here's the option
ive never heard anyone do that
I'd be willing to try, if you'd like
now you got me curious
can i dm you?
of course
this character is pretty btw ๐
You can export a PSD with the exported textures in it, but if you want to preserve the layer structure you need a plugin--there's a free one I use
I'm trying to add on an ring that can use a password and activate particals when another matching ring is around but I've never set it up I don't have any idea how does anyone have any tutorials that might help (ill check replies in an hour or so)
Well, spill it
one sec, gotta find which one it was
yeah I'm not sure what this is doing but it sure is working hard right now
I believe it was this one:
https://github.com/AllegorithmicSAS/painter-plugin-photoshop-export
I wonder where my plugins folder is
It creates a document for each channel (Base color, roughness, normal, etc), but it keeps the layer structure of everything
I also wonder where this is writing files ๐
I haven't yet-I think if you stick to basic blending modes like add/multiply, etc. it should be fine. Filters and the like won't transfer over though
chat is this good stats? or should i go scour for optimization videos again
thats a lot of tris
whermst is the reqirments list for like all the optimization ratings- i dont need exelent just something besides very bad ๐ญ
<70k is ideal, if you can manage it
time to decimate her socks ๐
probably %temp% or something, until you save the PSD out
oh wow yeah, this thing exports everything as .png files. All layers.
oh I seem to have a plugin for this, trying to see if it's the same one
this look better?
yea
aha! Yes, this is the plugin I've got here.
I just started using it recently, but it's very handy
not sure why I have it, I've never used it before
how do you create facial expressions? like make the eyes, mouth and everything move
Do you already have Blendshapes on the model's mesh?
Hello i have a question!
I have been working on my avatars and i have never had this issue until today!
Dextrose Cloning and Carbon Copy!
I have used Dextrose in one of my avatars but however It uploads and works in the Unity Project nut when i Play the avatar in VRC My cloning option does not show up in the toggle wheel does anyone know why?
dex-what
Dextros Cloning
I have. Got no weight painting where it shouldn't be
could check again in a few minutes, just got home
idk if i should ask this here but.. is there a way to restore projects on creator companion- they were all deleted and idk why, all of my files and backups
restore the files then just re-add the project to VCC, I think the button is "add project from disk"
hi
i want help
i have this avatar im trying to upload, i want to remove the cross
i got the texture and removed it and added teh texture to a material to weadd
readd*
but the background inst clear? i made it clear when i edite it and in unity
but its black on the material
turned into this
make sure you check "alpha is transparency" in the inspector for the base color texture file in Unity (assuming that's where your alpha is)
use a shader with alpha enabled then, either cutout or one of the blending modes
(this doesn't work on mobile/quest)
okay ty
Hey everyone. got some problems, idk if its the sdk or not, but it doesnt allow me to open the sdk controlpanel at all, thought in the beginning it was the avatar that was messing up, but it doesnt allow it on any avatars. Anyone got an idea what could cause it?
look in your console, there's likely a compile error you need to fix
it's happening in every single unity project that i am making, im allowed to open packages and etc, but its when i have to actually upload it, the SDK just doesnt allow me to open the vrchat sdk.
okay but did you do the thing I just said?
im gonna get a picture of the problem rq
Hey there, I have an avatar with 4 skinned meshes and 4 materials (even though they all use the same material.) I'm trying to optimize this avatar for quest and the shirt, shorts, and piercings all already have separate toggles for them. How to I go about combining everything while still being able to keep the toggles?
are those the only errors?
Yeah
fascinating. Some networking issue then.
You'll have to combine the meshes, combine/atlas the materials, then figure out a good way to hide the parts you don't want. Blendshapes will work, there are a bunch of ways.
ha, that'll do it
Yeah but I donโt get it I donโt see where the problem from๐
are there not errors there?
yes there is an error but im not that good to fix those type of problem :((
are these the only 3? If not paste the first (top) few
that all
"missing script" - you didn't install some prerequisite, you'll need to do that first.
at a guess it's VRC Fury
ahhhh fuck i forgot to add VRC Fury oulala im so sorry tobother you just for that
Thank you for your help and sorry again ๐ ๐
i was wondering if I could get help uploading an avatar I bought ;_;
hello, may someone tells me what it means please?
Post the first 2-3 errors, this is probably a side-effect of something else
its when i click play mode, my console get spammed with this error, and obviously my hair arent moving
thats the only other error
what part are you stuck on?
so I'm wanting to buy an avatar but it says there possibility it would need manually updated so I didn't know if there was a way to make sure before hand or not
it's really clear what that would mean
well it says it on the main page not specifically for this ava
can you link it?
I don't see anything weird about that.
does that mean I'm good to buy it?
I don't see anything weird here, but you make the call.
it says 3.0 on it idk if that helps
3.0 just means it uses the current SDK type
basically its tell you unless quest is listed on the product its not quest supported
and if the model is older it'll need more work put into it to get it working
im honestly surprised their shop isnt taken down by now though due to the fact they're actively selling MMD/TDA content
If i upload a quest version of the avi using mobile materials, and a pc version using poiyomi, will they both work fine or?
in most cases it'll work absolutely fine
the only issues would be if you've got animated materials
what should i do to get permissions?
?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
hiii i need help with this qwq i cant delete the upper chest
This needs fixing in blender
oh my god... what do i need to do in blender
whats mmd tda?
So I am currently following this tutorial for my first model using a VRoid as a base, and she recommends buying a physbone package from the unity asset store - is this still up to date or is there a different option??
Ohh... is there a more up-to-date tutorial I should follow on the unity side of things? I'm guessing all the blender fixes still apply
I convert vrm/vroids in blender for optimizing and not having wierd bones leftover
its like 5 clicks
optimizing / adding things can be slower
I want to add extra physbones to the character's ears and make a few tweaks here and there
yup thats blender alright
their tutorial links to a old cats version, better one out there now https://github.com/teamneoneko/Cats-Blender-Plugin-Unofficial- | 3.6 <> 4.2
so in blender I'll have to add the bones and then make them interactive in unity, yeah?
add bones and weight paint, yes.
all the toggles for this asset work in unity in play mode with gesture manager but not in game and i dont know why please help lol
If my avatar is currently being put together by kitbashing booth assets.
How do I go about optimizing to poor/medium?
I saw some people use cats plugin in blender but do people somehow fuse all those meshes into one?
Is there than easy way to export your avatar as is into a mesh to be used in blender?
For some r3ason, everytime i try to switch to my avi whilst in a world, it just never switches bit when i rejoin or go to another world, it finally loads, its not bigger then my othee avis so whats up?
cache, internet, download being bottlenecked to all hell
I reset my cache, my internet has been the same before and after i modified the avi which was just some retextures and irs already downloaded in a world by myself
Ik its smth with my avi but ive seens avis with much higher texture memory, download size rtc work just fine so im so confused
switching to a different avatar and it not changing you at all is entirely independent of the avatar
most commonly its internet being really slow
But how come every other avi, both lower and higher in size switch just fine tho?
Even ones with like 400mb texture memory switch easily for me
vrchat be kinda stupid
Welp guess ima just load unity, fck around and see if Thats fixes it
Maybe its a specific asset loading in thats an issue or smth
I'm making pawpads for my avatar, however the ones on the left foot look like their normals are flipped, even though it clearly said otherwise in the blender file I uploaded the pawpads from. Also, blender file corrupted, said something like the DNA block was missing idk. Any ideas for how to fix with only unity?
pc only but some shaders like poiyomi can just disable culling
which is whats happening there
the faces are flipped
also just make a new blend file by importing the fbx
Thank you very much! :D
Hi, im having issues with the new avatar system (most likely since i have never used it lol)
I wanted to try and get this to work, but idk what im doing wrong
FaceInt NotEqual 0 for the blink will always be satisfied when any of the options are enabled, no?
That's why it's flickering between 2 animations.
hoping i can get some help with the custom avatar i am trying to load in.
I need assistance for an avatar im making.
I am trying to convert an MMD to a VRchat model, i was almost done with it but then the arms and hands detached, im pretty sure its just a rigging thing, so i went to the rigging screen
and im messing around trying to get it to work, in game it looks like the arms are detached, im new at this and im not sure what to do so please be paitent with me.
It looks like the arm and hand are two seperate models and when the arm moves its not saying the model for the hands should move? would like some assistance. (unity screenshot and In-game screenshot included)
honestly, much of this is simply "learn blender". Joining meshes is trivially simple. Exporting is just file -> export -> export FBX, with some appropriate settings.
arm bones are always attached if you want it to act reasonably humanoid. Mesh can be attached to whatever bones you want. Or not. This looks reasonable at a glance, I'm not sure what you're suggesting is wrong
Im suggesting that the wrists are not connected to the hands in-game? I sent a picture showing my issue, it looks like just one hand but its actually both hands are completely disconnected from the arms and im not too sure how to fix it
do you need to though?
I mean, if you're saying there should be arms then I'd say look at your model, it doesn't seem like there are arms here. I've seen a bunch of toony avatars that have hands but no arms
There are supposed to be arms? I don't know what you're getting at but the model clearly has arms. My issue is that the hands on the avatar won't connect to the ends of the arms?
ohh I didn't zoom in the pic on the right, thought that was a scarf or hair ribbon or something.
So then it looks like bad weight painting.
Probably, you'd know better than me, I'm still learning how blender and unity, it's morso my fault anyway I probably should have taken a better picture haha
yeah just wasn't clear what you were referring to, but I do see it now
theres an obscure blender game that i pulled the character asset from and have loaded into vcc and i fixed the things that were preventing me from loading it into vrchat. but when i load it into vrchat its facing the wrong direction in accordance with the direction im facing and the lower half of its body is clipped into the ground. ive tried fiddling with rotation settings before pulling it from the game and the rotation settings in vcc. any help would be greatly appreciated. this is what the problems actually look like.
bring it into Blender, face it towards the -Y axis, apply all transforms, export FBX, import that into Unity.
alrighty, thank ya!
oh - also make sure the feet are standing on the origin, 0,0,0
(then apply transforms)
I see
In blender is there an easy way to delete a mesh along with it's associated bones at the same time?
So say I want to delete my booth model's hair. Can I delete all the bones with it too?
you edit the armature separately from meshes, but it's easy enough to do
do i have all 4 feet kinda like at the tips of an X and the center vertex is the origin?
mmd= Mikumikudance and TDA is/was one of the bigger creators of MMD content and has taken legal action against users in the past for not following their TOU (though its because their works were sold/used by SO many people way back when)
VRChat as a whole used to just steal/use stuff that wasnt originally allowed on the platform which made alot of MMD creators dissallow their works to be used on here
oh I didn't realize it has 4 feet, that's going to be fun to rig.
i dont plan on having any sort of animation
okay so whatever program i used to automate this completely botched the arms, for some reason the gloves are on one bone and the lower arm is on another, Im workin on it give me a minute
and i would be using it on desktop client cuz i dont have a headset
then I'd have the front feet stand on the origin, since that'll map roughly to your humanoid skeleton
looks like a game rip with all the bones sticking up like that. and I'm guessing the extra arm bones are actually twist bones
If im thinking what youre thinking then yeah those extra little arm bones are probably twist bones
twist bones are good
how do i do this in 2.79
why would you? 4.2.3 is out
(also I don't know for sure but in object mode, ctrl+a possibly?)
because the game is only really stable in 2.79 and ive had issues loading it in newer versions.
oh right, blender game
lmao
hey, today I learned that's actually a thing
??
Hey so a friend just installed unity via the creator companion and he's trying to upload an avi, but the console is claiming "windowsstandalone not installed"
but if he clicks the open download page to install it, it just leads him to some backwater unitypage thats just a bunch of broken XML
probably #creator-companion is better if you need help with that specifically
๐ซก
it seems like it automatically applies transforms
should it be safe to export and load?
i have it standing front feet with 00 in between
huh news to me if it does
well the apply button is greyed out
if you look in the 'item" tab of the right-side popup which you can toggle with 'n', if scaling is not 1 or location or rotation are anything but 0, then you have un-applied transforms, and that will cause problems
it may be greyed out if you're not in object mode with an object selected
ohhh
gonna be for real and admit that i only started learning this shit yesterday lmao
gotta start somewhere
and i thought this would be simple
i have spent over 12 hours trying to get this to work
i got a model from a friend and have no idea what im doing. i have creator companion, the model is rigged and everything, i just dont know where to go from here
drag it into unity!
no there's much more. watch some tutorials, such as this one: https://www.youtube.com/watch?v=bSwMz4WcajQ
I have activated back face with Poiyomi, however the shading looks like it's inverted. The normals are facing the right way in Blender, and they are currently using the exact same material in Unity. How would I fix this?
wait huh, can you explain it better, i really dont know how this works, im just doing it off a tutorial thats also 3 years old now ๐ญ
Set the transition going into Connie Blink Expressions to FaceInt Equals 0
she constantly blinks after that, and using the faces after make them stuck ๐ญ idk if i messed up or sthm else
Can someone upload some Avis for me?
Why can't you do it, if you don't mind me asking?
IDK how
I just posted a tutorial video, there's a good place to start
It's all too confusing for me
feel free to ask questions here if you get stuck
I would prefer if someone would upload them for me
letting other people upload your avatar can be risky, since it requires them to login into your account (from my experience, had to help a friend once)
and not saying there are some people here, but its tricky to ask since you dont know if they take the chance to delete your account or what so ever
its best to ask someone if they could stream the process to upload the avatar and you do it step by step
Hey rq can anyone help me out w physbones, I have all of them set up to my avatar and show up but when I run gesture manager they do not work
or yknow, let someone guide you
you'd also need to purchase the model for the person uploading to your account as almost no creators allow file sharing of any kind (and make sure its a person you trust as you'll likely register as the uploaders alt account from that point on)
that too
sure, just ask your question
yall so its a lil sily but trust, what do i have to do to make it so that you only hear the sound when u have the prime bottle next to ur ear
https://www.youtube.com/watch?v=XqtSg6_W07Y or any other of the many many tutorial videos on this
cause when i turn on off my laser shit wont work but thanks
Hii, Iโm trying to make my first avatar following this video https://youtu.be/tDLOhAgrZTM?si=bn1uuFXJI7SzsSaM
Iโve restarted multiple times and everything looks correct and the same as the girl in the videos, but the eyelashes just do not want to co-operate.
Iโm using the Amelia head, and the standard textures that come with it for reference.
Iโve been stuck at this stage and trying to work it out for like 5 hours ๐ญ so if someone could help me out I would be really grateful ๐โจ
ok well if you want help on a specific problem you'll have to show us what you've got and what doesn't work
Max distance
that's in blender, they'll look wrong because blender doesn't automatically make your textures alpha transparent. you can fix it in unity by making alpha = transparency
i forgot how to make theses normal๐
what are they?
avatars
they downloaded like that
i know your supposed to extract them but i forgot how
you clipped the image so it's impossible to tell what format those are
one seems to be a .unitypackage so import that into Unity
nope, they go right into unity.
assets ->import -> custom package, something like that
(I don't have it open)
o okay thank you!
So I just got done optimizing and tweaking my Vroid model in Blender, but before I am anxious about PhysBones and having to redo all the work in Unity because my model doesnt support what I wanna do with it
Basically I wanna add physbones to the ears, which don't have any bones in the model yet and all the phys bone tutorials I find online are on stuff like hair and are assuming they already have bones
What do I need to consider when adding new bones in Blender? Has anyone here done something like this before?
it's not much more complicated than: add bones where you want them, weight paint mesh to the bones so it moves like you want it to, setup physbones in Unity.
Hmm... I am struggling a bit with the hair since it's part of the head mesh instead of a seperate vertex group on a Vroid, makes it tough to select only the ears as the parent to the bones
use L - shift+h or temporarily separate (p?) to a diff mesh
yeah, separate parts or hide them
Drag this bar up
you can drag your avatar's root object from the hierarchy into the preview window and it'll also use your avatar in there
thank you
Anybody here have the ability to upload avatars? I have a file, and these instructions, but i dont have a PC
got a mac?
See this for the reasons this isn't a good idea: #avatar-help message
thank you. I've asked a trusted friend instead
hey so I'm trying to fit some clothes onto an avatar and the clothes have multiple meshes (is that what they're called?)
is there a way to work with multiple meshes at once when sculpting?
is that easy to do?
join: select multiple objects, ctrl+j
to split you'd have to edit it, then select parts you want split off and hit 'p'
definitely learn blender basics
the donut tutorial is pretty good
idk if this is the right channel to ask this in but i will anyway, for whatever reason everytime i make an atlas for this model it turns black or white, and when i checked the file sizes in the matcombiner area, it's 32 x 32 (the textures are 4k)
make sure that friend also legally owns the model as file sharing generally isnt allowed and the the creator could revoke your ownership and make a DMCA claim to your account over it
do you have suggestions on where to go after the donut tutorial? I noticed that it just covers meshes and nothing about bones, armatues, blendshapes, etc that entail a VRC model
or is each aspect of those fairly standalone and I can learn any of them in any order
maybe Rainhet's tutorials? I'm not sure, I didn't use any of these.
ok, thankies~
So I am trying to add the bones to my model VRoid model's ears rn, figured out it'll probably be easier to just restart to before all the CATS plugin fixes that merge all the meshes and things so I have the face and hair meshes nicely seperated and stuff
I am a little paranoid now though, that if I add the bones now and then do the CATS fixes it'll undo all my work
has anyone done this specifically before and has some advice??
I'm not sure what you're going to use cats for?
but it shouldn't remove bones you're adding, iirc it'll just merge stuff
All the VRoid to VRchat tutorials include CATs for optimization and stuff
Earlier I tried adding the bones but it was impossible to select just the ears on the super-merged mesh
eh, it's not, just might be a bit of effort
yeah probably, but I'm not THAT well versed with blender yet
anyone know how to fix thixs?
do you have VRCFury installed?
no i used tooo
before i did not anymore
no not anymore i dont
i dont use any assets that use fury anymore
You can try remove the playable layers then, or at least see if it solves the issue
other than fx and gesture its gogo locos playables
are there any issues actually stemming from these errors
but gogo loco uses vrcfury too
nope i manually installed it
ah, alright
uhh
i cant upload it
it just loops the same parts over and over
Not sure where to ask, but are there any basic firing gun particle prefabs I can get working on quest?
i have dm me
Alr
Is there any other error that doesn't talk about controllers?
this s it
I have dmโed thee
You have another unity project inside your assets folder
Assets/! a' new yokai/Vexs Yokai is a Unity Project folder
thats the folder with the avi
you shouldn't have a Packages folder in there
screenshot the internals of that folder
delete that packages completely
You most likely setup this avatar wrong, did this avatar come in a UnityPackage?
nope
then was it a zip file?
this looks like the creator made a VCC backup and sent this
yes
you should extract that folder from the zip and import it into vcc instead
when i asked him to restore the avi uploadable on install i didnt know hed add all of that Xd
lol
it has been uploading before
hello fellas, can someone send me link to virtual limb discord?
so i had recently purchased an avi with gonso and when i enter the code to unlock it it says no vpn's allowed when i don't even have one, can anyone help?
first mistake was purchasing an avi with gonso ๐
right lmaooo
what's the point of buying an avi if you can't have the files? the most fun is getting to personalize it
fr i love the avi as is tho it's soul the sun by lazminq
yeahh but i don't like that anti-consumerist stuff
idc how good the avi is i'm never buying one that uses gonso or lemon uploader or anything like that
for one of my first avi's i bought i'm having a "great" timeeeeeee
also Black Dresses is a W Band
hell yeah i was jamming out just now to sharp halo
please for the love of anything does ANYONE know how to fix this? (this texture is supposed to be 4k)
i added the zippo cig to my vrc avatar how do i lower the bits
could someone help me
Uncheck sync parameter for something you don't really need in the parameter file.
im gonna be honest i dont really know whats important or not
i know unity basics and such but this im clueless
You might have to figure out yourself what you don't need since it's your avatar.
Just make the parameter unsync would be enough
what does that mean im sorry
Look in the parameter file of the avatar.
where would i find that ive never touched parameters before im sorry
Look in avatar descriptor component and find expression parameter slot.
i found it
check what the material looks like in the Shading tab, if it's anything more complex than like 3 nodes then that's probably the problem
tysm!!
look up "vrchat memoryoptimizer", it lets you reuse some of the bits by switching what they mean every so often (so syncing takes more time but less space)
Or re-do some layers and change parameters from float to bool. Float & Int takes 8 bits, bool - 1 bit
Also, you can do blendtrees for Dissolve / UV Tile Discard stuff which saves even more space in parameters
its only 3 nodes on every mat, thats the weird part
Guys, what's a psd file? Cause I bought the Catnap and Dogday stylized avatars and they came with psd texture files
It's a file for photoshop. You could also look in google and it will be the first result.
Is it required for the avatar to be uploaded?
Maybe. Depends on whether the avatar is using it or not. It's usually provided as source texture file for editing rather than flatten png file.
make sure that friend legally owns the model (as in they also have it purchased) or the creator could revoke your ownership without refund and make a DMCA claim to your account
unless the model/creators TOU specifically say that they dont care if you share the files
Ok
can someone tell me how i make a Expression menue entry without text? i just want to have the symbol shown but no text in the field
Just leave the menu name empty?
not working in my case. a auto generated menue with vrc fury (have to use this sadly in this case)
What about using space character?
it takes the name of the object in hirachy than
What yall recommend me doing ๐ญ
you could just make the menu manually if vrcfury requires a name in the field
i know. it is kinda to much work for exactly this case what will be done. i asked on their support :) thanks anyways
"limbs"
yep, but stil..
still what?
still need this link xD
put that after the usual domain name in the URL
like discord . gg/VirtualLimbs?
that's not what I said
I DM'd you, kinda figured it was really obvious.
Hello!, i would like to know if there is a currently an issue that might cause the vrcsdk to say that my avatar has more materials than it actually does, for example the avi has 14 mats, but the sdk says 22, and ive already checked in blender and made sure in unity that it only has 14
got any particle systems?
Uh...
lol, ty that was it
yep, gets me every time ๐
You might have to explain what you did.
I just exported a blender file where I changed couple things
This is the settings
If the model is unpacked in the scene then that would also causes more problem. This problem is one of unpacking effect.
So this is just a prop, right? Because you're not exporting an armature.
Uh
re: unpacking, they meant in Unity, not Blender
a
I mean unpacked in unity scene.
It is unpacked
but why?
Because I unpack all of them?
again, why?
I guess you never update them in Blender
you can't update by overwriting the .fbx if you've unpacked it
Is that a bad thing
It's actually a sideeffect of another problem. But unpacking make the other problem hidden.
I have no idea what this is without any context at all
Also the error still stays
Even if I dont unpack
Did you test the model in pose mode?
I'm trying to do an offline test for an avatar but when I select it and try to turn into it, its stuck in Unpacking, but I can see the model if I view the avatar in my menu
Also make sure that the prefab is fbx prefab, not original prefab, see the object icon whether it's a solid blue cube or not.
This?
That's original prefab so it doesn't have data link to the fbx file.
Is it a bad thing?
Yes.
Might have to explain whay you currently have.
I will just give up
ok
this is what it looks like, i have litearlly 0 clue why it's broke all the sudden
I need some help, bought an avatar asset that comes in with prebuilt expressions menu and parameters. The issue Iโm having is I donโt know how to add these parameters and menus to the avi
Can someone help me with the bending issue
yikes that's alot of bones, its likely a weightpaint issue if you're talking about your mesh clipping when bending bones
go through all the bones that're connected to those two meshes and mess around with the weights for both
it's not really clear what bending issue we're talking about here
im guessing its the orange-y parts in the 2nd and 3rd image but the pic in first looks like its just not sculpted to the body correctly
yeah, kitbash maybe
Is there any way to get the default vrchat hand gesture animations?
I want to only change one of the gestures but that would require me to remake all of those animations...
there is a folder in the SDK files labeled samples with some of the default animations/controllers
Hello everyone I wanted to put this joggers more baggy on blender but ! I donโt know how to do it ( I know how blender work but I donโt know how to do ๐ ) and sorry if I explain bad thanks.
Right now I edit it put that another fbx i did. There is a way for stay on the same one or not ?
Is there any way to define different properties (such as collider size) for different sections of one physbone chain?
(yes) when you are setting collider size click the little C next to it i think
a graph will show up
you can also do this with any of the physbone properties
So i played a world with my friend that had a girls frontline avi and the gun that was attached to his avi actually dealt damage to me and killed me, how does that work?
You can set your particles to collide with things in their collision module. In that same module you can set them to "Send collision messages" or similar. This will essentially let a world know that stuff has been hit, some worlds make use of that data to do PvP
Always happy to help ๐ซก
I have the same issue. With the beta VRC.
(also when it did show, the contacts were are messed up. which is what I was trying to figure out.)
i want it to be like this so i can send it to someone
click on something in your hierarchy, then in the menu, Assets -> Export Package. Select whatever items you want.
ah I guess you don't even have to click a thing
"the menu" being the top one, not the popup
you are a legend
thank you so much
nah, I'm just someone who's read the docs ๐
you are a lifesaver
I'm trying to export a Material being "Standart Lite" and not "Standart". Because if I set from "Standart" to "Standart Lite" it makes my whole mesh being black and I don't want that. Is there any way to prevent it from happening using blender or any other thing?
Possibly your mesh has vertex colors, those mobile shaders multiply that color to the final color. You can remove them in Blender, if present.
Where I find them
in Blender 4.2 it's Color Attributes, under vertex groups and shape keys.
do you know where vertex groups and shape keys are?
na
may I recommend basic blender tutorials?
Click on a mesh object, then in the properties area (by default, bottom right), click the green triangle thingy, it's in there.
Theres none
then there are no vertex colors on that mesh object
Unless you're using it for something, yes.
i wanna test the audiolink on my avatar with a youtube video how do i achieve this in unity?
The audiolink docs explain, but basically there's a youtube player in the prefab you can add to your scene for testing.
in menu, Tools -> AudioLink -> add prefab to scene
What do these warnings mean? ive been trying to setup a toggle and this is the only part im guessing is causing the issue with it not working
ive done that but it dont work
anyone have any good anime lightning prefabs or such
Anyone notice how in 3.7.3 the new constraints only work in play mode? Kinda difficult to experiment with them if I can only demo them during runtime
There's been a bunch of issues stemming from 3.7.3 with Physbones/VRC Constraints
Just in the editor or on upload too? If so im bouta go back to 3.7.2
it's forced in the game client since they have the same change
damn
is that why I've been noticing more physbone jitter in worlds with not great float precision? (lots of world creators put their stuff far from the world origin for some reason)
Heey is there a avatar creator or someone who can help me later, i want to remove a face gesture from my avatar. But idk how to do it( dm me)
im gonna lose my mind
hey, im having an issue with an avis gestures. I have the gestures layer present in the playable layers, but, after uploading it, it is running default gestures. this is the gesture layer
oh my god i just saw what it is im gonna mclose it
your shader isnt in vrchat mobile
make sure its in here
i only just saw that mobile/ isn't the mobile folder and it is infact in the vrchat/ folder im gonna cry
no matter what i do though i cant reduce the avatar size, I even went in and decimated tris in the fbx/blender file and thats whats really killing me
ive crunched textures, removed animations, decimated tris, everything, this hasnt moved since when i first opened the project.
is satan infiltrating my files and making this avatar too big like come on i just want to upload the quest version :(
thats i can help with
dm if ya want
you're testing in play mode, right? Last time I tried this in Windows it worked... never does for me in linux though.
did you try to build again though? It says "the most recent build", it may not be what's currently there in the project
yeah im in play mode whilst testing and i get no audio
annoying.
Is there any errors in the console?
still doesn't work at all on Linux for me, I just tried. Not the youtube one, that's know to not work.
I know yt-dlp had to change their settings to "mweb" since Youtube implemented a new Javascript challenge for the "web_creator" client
Hey does anyone know how to make another set of arms be able to be seen on quest with the avi constraints?
this is what i get when i enter play mode
Yes, got a question?
:o?
anyone know how to make avatar audio not crackle in some worlds
i just asked my question in that sentence yeah!
oh I guess I answered it then. Yes ๐
That's related to VRC contacts, so unfortunately no hope in that. I wonder if you can manually update the yt-dlp that's in that Unity script
you're clicking "play" in that component, right?
So some people have models with extra arms and I was asking how people got the avatar constraints to work With quest. do you know how?
do you get audio if you put an audio clip into the other object?
Yes, I know how.
Could you share with me please?
VRC Rotation Constraints work on quest, use one on each bone to copy the main arm's rotation
yes im clicking play in the component and nothing happens
oh i didn't know they updated it for quest too
and yes if i put an mp3 file in the other object i get sound
okay, good to confirm that - I still don't.
Hey Im having a problem with physbones that they wont work when they are configured to the root transforms, Ive tried importing new physbones from the unity prefabs for the model and they only work on the other model itself. its not like its misconfigured as it only broke recently; also the reason why i wont move my textures and toggles over to the unity package is because I modified the fbx. the model is the NKD protogen
Thanks if anyone decides to help me out here
i dont know if vr chat update broke the jaw to the avatar i uploaded cuz i check on the config for the avatar the jaw is not highlighted green and the avaar havent hadthis problem before i hope what ever broke the avatar for vr chat would be fix soon
maybe it open beta that made t look like this
compare between the open beta, and the latest non-beta build. If there's a difference, feel free to make a canny post to report this issue
okay how do i do that
so they know that needs to be fixed
thank you
hey question, i added something to my avatar and i tested the toggles in play mode in unity but when i upload it to vrc the toggles dont work at all. any ideas?
without seeing details about how you've set that up, there's not really much we could say
its the tron disk thing that i showed yall last time
i managed to get all the toggles to work
but only in unity
i can send more details i just need to know what more to send
Can someone help here?
maybe show a screenshot of the physbones? Also really nothing of use to go on here
I can see the scaling issue, but it's not really relevant. So when you say "they won't work" what does that actually mean?
they are set up on the avatar and configured but when i run it on gesture manager or on an offline build on vrc they dont work
again, "don't work" - they don't move at all when you move the avatar? Or is it collision doesn't work? Please be specific.
they do not move at all
ok the physbone component here looks quite reasonable. Have you made sure that rotating the bones in the scene view not in play mode actually moves the mesh around?
with the rotate tool in unity?
this is the tool im using, it does not move when i rotate it
hmmm perhaps the mesh is not properly weight painted to the bones then
It was working before though
they stopped working when i added children to my armature and an asset, not sure which one messed it up tho
Does anyone know why the asset is so large; how to scale it down and why itโs also not in the middle ? The armature is there, but the asset itself isnโt in the middle
is that unity or blender?
Blender
depends on where its origin is. You could set the origin to geometry then move it to 0,0,0
How do I do that ? Iโm not quite familiar with blender
first figure out where it is
you could just move it to the origin then apply transforms
the "item" tab of the popup on the right that toggles when you hit 'n' is where you look
(do some basic Blender tutorials, it often helps to see these things visually)
I got the popup. I have the location, rotation and scale
location + rotation ought to be 0, scale ought to be 1. If not, then that's why it's not "in the middle"
That all worked. Thanks a bunch
ah nice ๐
is there a way to make poiyomi look less matte? i have a base texture, metallic texture, and normal texture turned on
which rendering mode are you using?
where do i check that? sorry im a little slow
it's currently set on cloth
It's probably your roughness map keeping the brown part of the material matte
this is how i would roughly want it to look, this is using just the standard shader
i only got a metallic map, no rougness
Roughness and Metallic is under reflection & specular
Not a slightest idea of what you're showing.
tried setting up the VCC and it says i don't have unity, despite having it
what's the problem?
You can skip that part and manually assign unity in vcc settings.
oh okay, let me try that
might be your imposter settings? 
what is that?
Its imposter. Which mean that avatar is blocked by your settings.
Imposter is an avatar stand in model when the real avatar is being blocked.
nope i just changed my avatar and its still happening
I got this back
Just choose install manually and setup the unity path in settings.
Is it your own avatar?
how can i tell?
Are you currently wearing the avatar in the picture?
Are you looking at a mirror?
?
That is not a mirror.
I'm going to ask again, are you looking at another player in this image?
Is this one fine or not?
The world is too dark to distinguish the details.
I see no issue. What is the problem again?
Can anyone tell me what any of this means and how to possibly fix it? I'm still new to unity
Do I need any workloads?
You are looking at other players and your settings is blocking other player avatars.
You don't even have to install visual studio.
It put me there for some reason
Just uncheck visual studio when preparing the installation.
i dont know what that is
Sorry to interrupt: quick question.
is there a way to guarentee storing my selected anchor override on unitypackage export? when testing my avatar for reimport and upload, (as if i were buying the avatar to upload myself), thry's tools indicates that the anchor override is missing (i know it helps vrc handle shading).
i set this in my main file I exported from, but it gets lost on reimport/upload.
any help is appreciated ๐
Look in the in game settings menu and see whether avatar max size and max performance rate is set to.
Okay I think I found the problem, it says I donโt even have a UnityEditor.exe
Yes. Max dl size zero effectively means do not load anything.
So you got only fallback avatar from other people.
so what should i set it to?
Default value is 200.
ok
Uncompressed size is 500
How could I possibly not even have a unity.exe file?
thank you sooooo much
Have you assign path to the unityeditor.exe in vcc settings?
I only have the UnityHubSetup.exe
(Im happy to wait til you're all set, but I'd at least like to know if my message was seen :D)
Seen. And I have no solution for you.
๐ Preciated. I'll keep researching/asking around!
ive already set up the unity hub
If you installed unity editor before unity hub, you might as well have to remove unity editor you installed, and reinstall again via unity hub link.
Because if you had installed before, you installed a standalone editor which isn't managed by unity hub.
Ok i tried reimporting a fresh export and it worked this time. i think I was pulling the anchor from the wrong spot, eg loading from scene search instead of just dragging and dropping my chosen bone to the field. so its working now, hope this helps anyone in the future ๐
I got the editor through the hub
Iโm getting an HTTP request error
if you're on the open beta, probably go back to the main version, the beta seems to be doing this for some people
Then you should be able to find the UnityEditor.exe from the folder installed into.
what do colliders do exactly? i see them around from time to time but i have no idea what they are used for
Is there an easy way to make an object follow your avatar's max height?
Basically I have minecraft name tag that floats above my head.
How can I make it follow my head's height with the same gap?
Thatโs what youโd expect right? Is there a way to just start this all over again?
No starting over.
Shit
Well that sucks
I think I see some of the problem, is there a way to change the HTTP?
I accidentally put UnityHubSetup.exe instead of the editor
Couldn't you just change it back?
So I went to add fishnets to my avi and the fbx shows it as like a full texture, I was wondering if there was anything special I had to do with fishnets, or is it just add the image texture as the texture provided and in unity it will just fix itself?
I thought I did but I keep getting an error message
When the message show up? Take screenshot.
It just needs material in unity.
Fishnets probably need transparency, set the shader mode to cutout
(not available on quest)
Had to blur some junk but here
I was able to open a project file so maybe itโs fine?
Don't you have access to the Settings button to the left?
Thereโs this
Iโm assuming itโs fine cause after I opened a project I got no error messages afterwards
Sorry Iโm just being careful cause I donโt want to be deep into a project and then a problem pops up
Yes it should be fine.
Okay, Iโll try importing a pack
So in blender all I should do is make sure it fits properly and is weight painted etc?
Yes.
I might be missing some shader packs, let me go find them
hmmm. Editor keeps dying when going into play mode.
[./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/AvatarDynamicsSetup.cs line 66]
NullReferenceException: Object reference not set to an instance of an object
at VRC.Dynamics.ContactManager.HandleDynamicsFrameComplete () [0x0004e] in <f48fe9a38f6e48e8b7b4eef7982de045>:0
at (wrapper delegate-invoke) <Module>.invoke_void()
at VRC.Dynamics.VRCAvatarDynamicsScheduler.FinalizeJob (System.Boolean force) [0x0002c] in <f48fe9a38f6e48e8b7b4eef7982de045>:0
at VRC.Dynamics.PhysBoneManager.LateUpdate () [0x00000] in <f48fe9a38f6e48e8b7b4eef7982de045>:0
Crash!!!
Arktoon sound familiar?
It's an old shader and I'm not sure if it's available to download anymore.
Of course lol
there's archives, but you should user a modern shader
Shader missng.
Also, you were right about it being arktoon, found a link in a readme file
And you're in prefab editing mode which you won't be able to start build process. You have to use regular scene to edit avatar.
So how do I fix that?
Exit from prefab editing mode.
How do i do randomized audio for toggles from a specific selection of audios
this would really help rn
i kinda wanna do a outfit toggle wheel got any tutorials
Click "Scenes" button under the Scene tab.
This screen I assume?
Yes. And drag avatar prefab into the scene.
It appears really small when I do
Because it zoomed out.
Sorry Iโm just new to this all round
Search google for unity scene navigation.
Okay so now, how would I start with the editing process?
It's doing anything you want.
Sorry a bit too broad, I mean like changing colors, etc.
Color is mostly editing texture file.
Okay, I think I might be able to handle it from here, Iโll do more research. Thank you so much for the help
me too. this the right canny post for this? https://feedback.vrchat.com/open-beta/p/jaw-breaking-for-open-beta
yeah i sent a post about it hoping they fix it in the future
The model cannot be uploaded, how to deal with this error?
I've made sure that the file path is in English or numeric and that the plugin is not imported, only the model and shader
But I still can't upload it
Is there any way to subtract 1 from an integer's value in the animator, like with a parameter driver?
Just put negative number in the parameter driver.
Someone please please please i can't figure this out๐ญ I have multiple toggles and (for example i click one and it toggles all expressions and if i click the other one it doesn't work at all) And i have no clue what I'm doing wrong. I've tried making new toggles, new animations but I don't know what's wrong with it.
I'm also new to avatar making, so it may be that I'm doing smth wrong instead of my unity or something.
I made new custom animations but when I test them in gesture manager, only 1 out of 8 work.
Are the tags when uploading avatars still useless?
They did do an update to implement them in game a while back and age verification is coming soon which will take use of it
people can choose to hide whichever tags they want in their settings right now
Ah good to know, thank you. I am shocked it took them this long hah
it's mainly due to them wanting the game on iOS
How do tags affect IOS specifically?
Is there some regulatory prerequisite for IOS apps?
stuff like sexual things are prohibited
Ah
i believe most of them make avi force hidden for peoole who are under 18 and you can also manually hide content
That is good
so they do work now
but that doesnt mean you can just slap a tag on nsfw and say its all good
Is there more that you should do beyond the tags then?
dont get reported๐คทโโ๏ธ
Oh yes of course hah
so as long as you dont make it public or show it to randoms theres noone to catch you
VrChat could benefit from a bit more public decency-
Pretty sure they backed out of the hiding "Sexually suggestive" tags based on the DOB you put when signing up cause people complain about not seeing avatars
They're putting some sort of ID verification in to try to compensate with it
i mean, why
they put verification so people dont cheat their dob but if someone already entered proper one why back out. i only heard that extreme horror tag was basically disabled
the sexually suggestive tag was put on almost everything you saw in game
well, yes, sounds fair 
like okay, they actually implement verification, what will change? i dont get it
Would this kinda hair be easier to make on blender?
I'm learning how to make renders of my avatars atm. How do I remove the noise? there seems to be a lot. You can see it really bad around the scaffolding. I'm rendering in cycles rn. It looks fine in eevee
this is how it looks in eevee. I'm trying to get cycles to look like this
ignore the yellow and black lines :))
What GPU do you have
and what Blender version are you using
2070 super and 2.92.0
I had cycles set to use my cpu though, would setting it to my gpu help?
I honestly thought my gpu might not be able to render it very well since it's a bit old </3
I'd upgrade to blender 4.2
there's plenty of upgrades for cycles including cycles x which improves render times and includes better denoisers
I'd rather not if I can avoid it since I have some addons I use that aren't supported anymore </3
which addons
I mainly use cats and some stuff to just make things work smoother like applying shapekeys to modifiers and stuff
because I primarily don't know if 2.92 has denoisers
I think there's an early version of OptiX which you can enable in the preferences, but it's best to upgrade anyway. Cycles X makes rendering with cycles insanely faster
and rendering kernels don't take ages to compile if you're doing gpu rendering
Yes, this wouldn't be too hard for someone who knows Blender. The hair looks like it's one piece, which is easier than hair that is made up of many pieces and shapes
you can have multiple installs of blender if this helps
also i'm pretty sure blender has had denoising for cycles for a long time, i remember learning about it in the rendering section of the donut tutorial when i was first learning blender
i haven't touched much with rendering (at least in cycles) since then though
i mostly do cartoon stuff now, so eevee is just better for my style
Yea gonna be one piece made out of balls i suppose
yeah I have 4.2.3 on steam for none vrchat stuff
you'll probably have to mess with your settings imposter ranking
๐
i swapped blender version tysmm
this avatar doesnt have a hair root, how can i give it physbones without this?
Hello I have a question I created a blindfold for an avatar and I would like to be able to have the hidden view when I activate it (not totally just a little)
how come i keep crashing whenever i change into one specific avatar? it never had this issue before, it just started today
whenever i click on it, my game crashes immediately, and i have no clue why, it's not unoptimized at all, and i haven't updated it in a long time, i just don't know what's wrong
all i remember was that i wore it yesterday before i had to get off vrchat, and when i closed vrchat my pc bluescreened
the issue might be the fact that you havent updated it in a long time (depending on how long its actually been)
and if you're 100% that its the model causing these crashes you could make a support ticket with the avatar ID at https://vrch.at/support to see if they can figure out the issue with the avatar if doing a re-upload isnt possible as it could be a bug
i uploaded it a few days ago
yeah i've tried updating the avatar just now, + uploading it under a new avatar id, i'll test both of those out once i get back on vrchat
the problem seems to have been fixed. i updated the avatar, and now it's working.
Yesterday I had an avatar imported in unity but a specific shader was missing, so I went back found the shader and put it in to unity. It fixed the missing textures but now the face has lost all textures
Whatโs going on there?
The shader is Arktoon btw if that helps
What does lost all texture actually mean?
The face, eyes, and the previously purple assets are now white
The shader itself probably has problems.
I think I read something like that in the archive post that had the shader. Something about using the old shader and updating to a new shader?
Changing shader that's what it should be.
Yeah that
How would I do that?
Inspect material and change shader.
What section would that be under?
What section you're refering to?
To inspect material
Inspecting means selecting an object and look in inspector panel.
Oh I see
So for some reason when I installed the Arktoon shader, it got rid of the materialโs designs
Because shader error will show material as solid white.
Okay so when I put a new version of the model, it kinda went back to the original purple