#avatar-help
1 messages · Page 20 of 1
Just change shader in material.
I don’t know how to do that
Even if I could, the material is still showing as an error
It would be purple
Did you just assume without trying?
Inspect the materials. It will be a word "Shader" for you to change to other shader.
It's quiet obvious once you just looked at it.
Yes I know, but on that other model, the white one, I couldn’t select the right material
I just want to fix this error one at this point
You select the model object and see material list in the inspector.
This?
Yes. And could also click on the face in the scene.
I’m uploading the Vrchat Demo avatar first to make sure stuff works
set the Head as the physbone root and ignore any non-hair transforms
btw, shift+windows+s to take a screenshot
i asked this a few days ago but did a vrc update break seats? i had the avatar made around june/july and it kept working until around october
Thanks
So, steam link now supports finger tracking for the quest 3, which is neat! I'm noticing that the hand positions being created don't quite line up the way I'd like, is there some way to tweak how the input affects the avatar rig?
E.g. in the back of my head, it seems like my open hand causes it to go to something pretty similar to the default proxy_hands_idle, which doesn't look super great on my avi
Do you really need unity to import a model? Is there a free version of unity? Any help is appreciated
(I am trying to import a 3d v-tuber model)
How do I test VRC Avatar Receiver, if I want to test them in the Scene and not in VRChat by hoping and asking some randoms to interact with me.
Unity is required but it is free for personal use.
Ouu okay thankyou sm (alsoilovestocking) 
Use gesture manager (pretty sure it is already in VCC, so you can easily add it through there), create an game object with a contact sender, at the top bar click gesture manager it will add a prefab to your scene, go into play mode and click the gesture manager prefab.
Now you can just move the contact sender game object to whatever part you want to activate and gesture manager will emulate what the avatar would do.
im sorry if im in the wrong channel, but can someone help me with that?
im stuck on that screen..
Any reason why this could happen? When I upload the PC version its fine. But once I upload the Android version the avatar is getting blocked and greyed out on my account. Its rated excellent on PC, Poor on Quest. The quest upload is also successful without any warnings. Using the vrchat mibile stndard lite shader. Not sure how I could approach it as i am not getting any detailed warning. Just security checks failed.
Probably some stat is way outside of bounds - post the warnings in the build window?
oh - that's not bad at all
you can contact an actual support in case of clearly false fail
Why I see my upload avatar in grey color and I can’t use? What is the error here or how can I solve it?
seems security check failed. reupload it.
Same one I have.
For me its happenign every time I upload...
at least when i upload the quest version
update SDK to latest. then should be blocked on upload if there is issue
Everything is on the latest version
huh...try with 3.7.2 maybe.
Still failing. I even deactivated all materials and deactivated gogo loco. Its always failing
try reduce tex size (include profile) which is most common one.
also good idea to check console as usually shown something event it success.
tex size? you mean texture? Its 0 because i deactivated all amterials to test. I also get no errors in the console. The validations in the build window are also okay
I had this issue where it kept doing security checks failed and i just had to repeatedly upload it until it worked
oh - do you have a particle system which destroys itself on stop?
I did it almost 10 times already today. I cant find any solution...
I forget if the SDK catches that yet
no. there isnt really anything special in the avatar
does anyone know why the additive isnt showing up? ive tried resetting it to defaults and its not showing up
ive even tried re opining my unity project
everything i have is fully up to date
is your rig not humanoid?
ah yep, fix that
there's a "enforce t-pose" under the little pose dropdown near the bottom of the rig setup window, try that
aight let me do that
i press "apply" and the "done" and the error message is still there
im thinking it might be a weightpainting issue
You might have to read the message.
that shouldn't be an issue
ah! That's the problem
i have no clue what this means, im so sorry
it means you have two things named Spine
one is clearly the actual spine bone. not sure what the other is, but find it and delete it or change its name
if it's part of the packed model that comes from Blender, I'd go change it there.
aight
Nope
good, don't.
What is the simplest way to UV unwrap a model in blender ? I’ve tried watching videos but I tend to get lost when it talks about short paths.
Mark seams where you think they should be (it helps to study clothing seams here), then when you select those will be island borders
unrelated but why shouldnt you unpack it?
it breaks the link that allows you to overwrite the FBX. And there's almost no reason to unpack anyway
you sometimes have to with props, but for main models, avoid it if you can
I don’t quite understand as to where I should think of them to be. I’m trying to unwrap a furry model so I can retexture it in procreate on my tablet
yep, that's the challenge 🙂
One thing you can do is find an existing model and look at how it was unwrapped
Not sure where to find an existing model at
Hmm.
in unity I have a menu setup like this
but in VRC it looks like this
whats wrong?
it just says button text on all of them despite none of them being named that, and none of the toggles actually work
I figured out that obj files are compatible with procreate. But when attempting to import, I get the popup “Model contains no meshes, this model has no valid meshes”
Those are inside colliders for skirt physbones
looks like a normal setup
they supposed to be this big?
ah
i see then
well, thanks :3
the colliders are "Inside" which basically mean reversed, the physbones will be contained in those so they don't go inside the legs
the radii seem large
why does it have shading errors and flipped normals it doesnt have on the actual model
and how do i fix that
is there a way to see the radial menu in unity?
i mean..to see if everything is working fine
gesture manager is probably your best bet
uh-
you have no active gameobjects with an avatar descriptor component
how do i make the gold material/metal materials appear like their suppose to?its just blank white for me
nvm lol found it
how to merge my avatar parameters with gogoloco parameters?
av3
how do i fix this?
why does my avatar do this?? it only happens in this world specifically it seems and it makes my entire avatar semi transparent
hey yeah can i ask you all something if you dont mind, unlike my other model now im trying to import on unity another model shape particulary a square one, now the problem is ios there any way i could get a prefab that spawns animations and controllers for my new avi?
based on its armature?
I'm not sure what this means, it doesn't sound like it makes sense. You can always just use the default humanoid controllers and such...
as in default point wave backflip animation as well making the model(avi) move around
the map
they're all in the SDK
does it have a humanoid rig?
find the model file and look in its inspector, in the "rig" tab
ahhh
then you'd have to look at the model in blender or something.
but you should be able to see if it's got an armature even in Unity
well if it's humanoid, then set it up the normal way and you'll get all the humanoid locomtion and default animation controllers
it says that "head" is not a bone
but really
ok
its not a square
its a BALL
shape
that has armature
it doesn't really matter what the mesh is for this
it says "error head not found"
you need a head
head what
bone?
i need to rename the head mesh?
yeah you can't have the head mesh named Head if the head bone is also that.
I don't make the rules
not knowing anything about your model.... if it's just a ball I'd just weight paint it to the hips bone and call it a day
huh, not very humanoid
it supposed to be?
seems kinda close I guess
if you want to use the humanoid locomotion system, it does need to be close enough for Unity to handle it as humanoid
otherwise you'll have to make your own locomotion from scratch
which is a pain in the ass..
sure is
isnt there a tool that automatically does it for you?
or technology is still tooo primitive
for that?
rigify maybe
rigfy' is it for unity
I'd just steal the armature from some other avatar
is it not just a ball? I thought you said it was just a ball
or is it a ball with hands 🙂
it is just a ball, with eyes well yeah but thats just viemes
no
the other meshes and shapes dont have bones
ok then I don't see why the armature matters
well actually
?
you can upload an avatar that's only a humanoid armature
so?
how the hell is the viewpoint gonna be with the "humanoid" armature
prob fucked up
dont you think?
wherever you put it
after sculpting an outfit to a different body base, i notice there’s extra bones for the outfit like skirt bones. is there a good tip or advice for how to preserve/import those extra bones i need while re-rigging the outfit to the different body base? i’m a little confused on how to approach it. newer to blender but i know how to re rig, just not sure how to save the extra bones
still the armature wont work with the meshes
i suppose
I'm not really sure what you mean by that
cause y know one is an armature that has fingers and all
since you keep saying it's just a ball
and is tall
...
it is
dude
again
its just a godamn ball mesh with extra meshes attached to it that dont require special intervention..

lock the vertex groups for the skirt bones then join the skirt bones into the main armature
Hello, i am currently trying to make some night vision goggles, issue is, i need to make a light (to obviously see in the dark) but i need the light to only be visible through a camera, how can i do that?
Hey, I just got into making vrchat avatars
I made a model, did rigging, and everything. For some reason it wont let me upload it to quest, and I would like someone to join me in a call to give me directions on what to do
you don't really need the light to be visible if you're using a shader that works off the camera depth texture though
which is probably how I'd do that
oh, the shader has it, but i just dont know if i need to setup a camera in a special way or something like that to make it work
nope, just the light to trigger the depth texture. I use this shader pack for various things, it's described in the readme:
https://github.com/netri/Neitri-Unity-Shaders
weird it seems like it doesnt work
bump
I'm not sure how your setup works, mostly was assuming it works similarly to this shader pack
may i show you on dms?
if you dont mind of course
I don't really do this in DM, and I'm in the middle of things anyway
Oh thats alright
ok i imported the armature from another model
now what
how do i check if the default animations work
would it be better if i shown you the model im working with maybe
Is there anyone willing to help me?
if there's an error message, paste it here
Hey, I just got into making vrchat avatars
I made a model, did rigging, and everything. For some reason it wont let me upload it to quest, and I would like someone to join me in a call to give me directions on what to do
I'm still not entirely sure what the problem you have is - are you just trying to get unity to recognize that armature as humanoid?
no now i did what you say import another humanoid armature in blender and then apply it to the model
i did it still the model wont work
like animations
I said that thinking you had a ball, not a ball with arms and such
I just ask for someone to direct me
i sent the dm btw
I saw it, the image doesn't tell me much and as I said to Who? earlier, I'm also doing other things here
didnt know that? also wdym to who
is fine, at this point idk what to do with is
it
How are my particles getting to insane numbers even when I limit max particles?
stop confusing particle limit with poly count
you have x particles, youre dare to use mesh renderer that takes y triangles
thats x*y is your poly count
Every time I go into play mode my self light turns off?? I'm using PCSS for liltoon btw
how to make that I cant see my own avatar?
inspector for your model file, rig tab
its already set to humanoid in the fbx
but there's an error
yep, fix that. Seems you have two armatures in the model
how to not see my own avi>?
theres like 3 but they are part of one of the assests
Export those as separate models then
they arent models they are assests tho
hold up
a model is a 3D thingy you make in blender. you can turn that into an "asset"
help[
to note, I never said to delete them in Unity.
ok
probably those outfits are rigged separately, maybe you use vrcfury's armature link to connect them to your avatar?
how to hide my own model?
okay one secc
first, have a close to humanoid armature. Because you are kinda humanoid. Deviating is going to make it work kinda weird, but you can get away with a bunch before it gets bad.
Then just set it up in unity like any other armature.
especially if you don't do FBT
@somber sequoia
how to hide my own model?
I have no idea what this message is from, but you should be looking in that rig setup window again, and the console
really.
its from the armature link
I don't use fury
so i add the humanoid armature from another model or i need to use the existing one?
now that I've sorta seen this and it's not just a ball, I'd try using the armature it already has
idk bro😭
hows that not just a ball
I thought we went over this
apart from that the other things attached to it dont matter..
I still haven't seen enough of it to give you any real advice and I'm really not sure from what you keep saying
not sure what you did but this is the same message, so...
what in the world would you need to see my man?..
the shape is known
so i dont get whats not clear
I saw 2/3 of it and nothing about why the armature you first showed has arms
if it's literally just a ball and nothing else then sure, any armature works, weight paint it to the hip bone and call it a day
but you won't get any dances because well, balls don't dance?
i mean
how to hide my own model?
i saw other balls like that
doing it
so idk
what to tell you
if it's not literally just a ball then I really don't know what it looks like so no idea
bruh click on ur model and in the very top right click the check box
i have a video of it
idk then
use the headchop component on parts you dont want to see
that's to show parts under your head, not to hide parts
wait oh
i odnt want to see anythign
i never used it my bad
see idk whats going on
as you can see that moves
just like a normal avi would
I'm not doing personal help here, feel free to post stuff in public so others can help
others aka:nobody
shrugs
man support here is very off quality is see damn
maybe if we got paid for this
ah yeah paid......
hello for some reasons in unity some normals are inverted and i can see through the model any ideas please?
how can i have a neck for this avatar, i want to headswap it
When making a on enter contact receiver you can choose a "minimum velocity", however i cant find a single place where it states what this value is based on? how fast is 1 velocity for example?
m/s
everything unity is in meters
Does anyone know why some of my favorite avatars just got replaced by "avatar currently unavailable"?
Because the avatar got deleted.
Can someone please join me in a call
I need directions on what to do
people said I can come here for help, but I got nothing
Usually help is provided as question and answer in this channel. Rarely people will help via voice call.
Well I can't convert an avatar to quest
I watched a tutoria
What stopped you from doing that?
I don't have this menu
it does not exist
I have all the shit installed
Can you confirm by screenshot from package list in vcc?
what?
How did you install the quest tools?
Oh
they didn't tell me to do that?
and I thought it came with the creator companion
You have to add it manually.
can you send me a link?
See in vcc manage project menu.
I'm frankly so tired of constantly debugging, and it is mainly the reason why I quite trying to make avatars
also, what?
Can you be more descriptive of your question?
What of what mean nothing really.
Is the link or data in vrcc?
Are you using vcc?
Then you should see "Manage Project" button in vcc and you will see package list where you can add various package from there.
you mean to fill in the hole? Bring it into blender and fill in the hole.
how do i do that
do you know how to model stuff?
yes but what tool do i use for it
depends what it looks like. I'd just fill it in layout mode then shape it until it looks how you want it
I duplicated an avatar root in my hirarchy and tried to upload the duplicate and get a verification error. When I try to upload the original (which I already have uploaded) i dont get the error. How can it be that my duplicate of the same root is getting the verification error if it's the exact same properties and BP ID as the original?
Been having an issue with my avi that causes it’s hands to be angled oddly with the bones on the fingers and such following suit
Hai um I was wondering where people found Halo Spartan armor assets from? I don't know if this is the right chat to ask this in but I have been looking and can't find anything ;-;
make a post in #1138520828556890214 though most are straight game-rips sadly
Thank you, sorry yeah I didn't know where to ask. Also that sucks for the ripping stuff
Does anyone know any well known and well trusted avi creators who can put clothes on an avatar?? and any who know how to convert body textures?
if you're looking for a commissioner go to VRCTraders and find someone there (link in #1204490664637890580 ) dont accept any DMs from people in here about anyone they say is "trusted" that can assist you
Hey! Is it possible to snap a bone to another using an expression parameter?
I'm making a snake avatar and want to be able to toggle having the "tail" act as my hand.
You probably have to use FinalIK to make bone chain point at some location(hand).
aaaa,,, i never used those plugins because i'm scared that it would destroy the performances, but i'll see if i can use those :)
thanks
oh it's paid
understandable i guess
Or you could look for vrlabs "finalik stub" for replacement. But this doesn't run in unity so it's much harder to adjust.
Maybe I can do it using constraints?
I'll look into it
constraint is for copying individual bone transform so that doesn't works on your case.
Is there a list of common shaders I should add to VCC somewhere? Already added Poiyomi's toon shader, but are there more?
how can you make toggles for phys bones?
there are lots of shaders, add what you use?
also, does anyone know how to fix this
Sure, but some are a lot more popular than others, and might be more likely to be used in pre-made prefabs. Is nice to just have them already if I don't know what shaders are used
ah that's why you want to do this
you need to explain what "this" is
yeah, and just to play around with. Easier to have a set of tried and tested shaders than to search blindly
well, it aint supposed to lok like that
look*
its whenever i put animations on it
i press record and it breaks like that
also, are you able to limit what direction phys bones go
ah I see, that does look quite wrong.
re: physbones, yes, they have a whole section for limiting movement
gonna ask this again cause i didnt get an answer previously
in some worlds my avatar seems to be semi transparent, i dont think it's a world problem because ive tried several in this world and the same things happens to those avatars
which shader? got any weird settings?
lemme check, its most likely poyomi but wont hurt to check
okay yeah thanks that worked, now the other problem..
did you do something to cause it? Maybe edited in blender and overwrote the FBX file?
was your model prefab unpacked?
no
strange. Probably I'd set the rig to generic, apply, then redo the humanoid setup
most of that isn't a big deal
yep seems to be poiyomi
any of this look off?
the alpha cutoff maybe? idk
alpha cutout doesn't apply in opaque mode
lmao
forgot about that
a lot of world lighting is really weird, so it's kinda hard to say what might be the reason
maybe its the way these things are rendered?? dunno
they're the only things sticking out
Yeah same,
bugger I really want to use the beta for the mipmap testing, but half my avatars have their jaws borked, so it's a deal breaker ;D
why do my avatar outlines split in the middle when walking away further away from the mirrors or camera
This happens to some pieces of some of my avatars if the world has heavy ambient occlusion, not sure how to stop it but I know that’s what causes it to happen
Happens sometimes in the popcorn palace for me, even
im not sure how to fix this, the build tab of the vrc sdk refuses to show up. i've tried closing and reopening the unity project and i've tried logging out of the sdk and re-logging in, it just stays blank
how could i make this glasses texture a little transparent? it is an atlas texture
2 things to check:
Make sure zwrite is enabled under rendering
With your render queue being 2010 you might just be rendering entirely after the ambient occlusion runs, if you can keep all your opaque geo under 2000 it might help
assuming not quest, paint the texture transparent via the alpha channel
no it's for pc, i have it looking like this in the texture
a little transparent
i'm using poiyomi shaders btw
Make the transparent parts a separate material and make that render mode transparent
so use one of the alpha blending modes (like transparent) and paint the alpha transparent
Don't make the whole thing render mode transparent
don't make them separate, that's an extra draw call you don't need
i should ALSO mention that everything is one mesh
wait i'm dumb i can do that in blender
You do need the draw call otherwise you need to z write a transparent material
well i put it in the alpha channel, none of those modes work
i tried
you need that either way though
No you don't?
what is happening
I'm not sure why you'd need an extra draw call for just simple transparency
Transparent materials by default don't write to depth
You can enable z right but it'll do other wordy stuff
Weird*
Watching 2 of the smart kids getting a different answer
haha yeah
also yay, I'm a smart kid!
I develop the shader you're using, trust whoever you want
Brain be like that sometimes
on one hand, i tried what the other person said it like, it doesnt work
which is why i came here
none of the modes work for whatever reason
Well is it actually transparent
Is it actually imported as transparent?
Like it's using an rgba texture format
And a png
checkbox in the inspector for the texture, "alpha is transparency"
Make sure the bottom of the texture preview says something like DXT5 or BC7
Where it has the size and all that stuff
when you click on the texture isn't there a little preview?
oh you have it minimized, drag those two horizontal bars up from the bottom
That atlas confuses me
I’ve now tried reimporting as well as checking to make sure all textures have mipmaps enabled.. I dont know what to do
I hope you don't feel like I simply shot you down. This shit is confusing. The advice you gave is better suited when you already have lots of materials and you can shift textures and UVs and stuff around instead of simply piling on more materials. In this instance there's no harm going from 1 to 2, which will help effects work as intended. zWrite looks like a good solution until you find the unintended artifacts it can cause.
The Built-In Rendering Pipeline is pretty complex, I'd encourage you to learn more about its behavior if you want to better understand why I say the things I say
https://docs.unity3d.com/2022.3/Documentation/Manual/built-in-render-pipeline.html
how do i fix this?
is anything wrong with it?
I know when to defer to the experts.
doesn't look like it
can you show what your shader set up looks like
take it out
just highlight it and press delete
also please don't use transclipping 😭
that's another hack
okay, what should i use?
Ideally the suggestion I had before where the glasses are on a seperate transparent material
well
just the lenses
yeah
if you've been messing with the Alpha Options settings you can reset them by clicking the three dots on the section header
and most values you can right click -> reset
okay i made a new material slot, so should i just use standard instead of poiyomi?
you can keep using poiyomi
if you like standard better for some reason I don't see why it wouldn't work, it's not as flexible though
please help cus i cant upload shit
Me either, my build tab is just blank, not even the option to add a name or anything
But have you tried clicking the “the information provided above is accurate….” Check box?
Damn, I’m not sure, I’m trying to get help for a similar problem
This is all my build tab shows
try a relog
how do u relog?
Relogging in? I’ve tried that
I tried reopening the unity project, checking mipmaps for all textures, relogging in, reimporting, nothing is fixing it
Anything in console?
You get this exact ones every time you reopen the project?
Reopening rn
this is all thats there on reopen
But if i try to open the build tab it adds more errors
Yea, those are literally just telling you that something aint there
Do you have a vrcsdk folder in your assets folder?
I never achieved null reference on the sdk before lol
Usually happens when you imported the sdk twice
Which usually pops upa vrcsdk folder in assets
Oh maybe the avatar I’m uploading had it included on import
makes sense
Ugh
any creator should be smart enough not to do that
Which its not meant to be there
Youd think so
New project here i come, thanks guys
How do I fix this? I can't use the model I made because a security check fail? Idek how to fix it.
She doesn't have that many physbones? She barley has much hair-
I'll try to remove some
Check if you have doubles by accident
Happened to me a few times when copying stuff from a to b, suddenly the 500 gizmos lagged my unity lmao
zwrite is on, i try setting render queue to 1999 and it just switches back to 2000
how do i do visemes for an avatar which has an image for a mouth?
tried using blendshapes but
i have no idea how to do this 💔
you can use blendshapes – i typically do – but whatever method you use, set the lip sync type to "viseme parameter only" and then animate using the int "Viseme" parameter. If you want an instant transition, either use a 1D blendtree (and have Viseme set as a float) or create an int toggle with transition duration set to 0
for the parameter one, how does that work? do i need to make an animation for every viseme?
Got the Gewehr 41 sig xm7 but the sound for all noises except shooting won't play, anyone got any ideas on how I installed it wrong
Anyone know how to flip this effect to be sideways?
@hot magnet i think this works
you shouldn't need to set it that low, there's something else going on
sacred on the poiyomi discord might know
not sure if i'm doing this right, i have a parameter driver on this state which sets a bool randomly to true or false so i can play an animation, but if the chance is anything other than 100%, it always returns false
It only activates when entering the animation
Youd need both if false and if true animations that it switches in and out of
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?
sorry if this question is like omega basic but I know almost nothing about textures and about adding on to meshes instead of deforming, how do I fix this weird hole at her neck?
I worked on this model for so many hours and somehow never noticed it
Hey :) can someone help me with this error? I got it out of nowhere.. I didn't change anything on my avatar, basically edited a texture and wanted to update her. Everytime the SDK tries to upload the avatar (after compiling/bundling) it stops at 4% and then I get this error:
I have tried it mutiple times with fresh unity projects, different SDK/SPS/VRCFury versions
It's not the blueprint as well
still getting the same
VRC.SDKBase.Editor.Api.VRCApi.UploadFile (System.String filename, System.String fileId, System.String friendlyFileName, System.Action`2[T1,T2] onProgress, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:958)
VRC.SDKBase.Editor.Api.VRCApi.CreateNewAvatar (System.String id, VRC.SDKBase.Editor.Api.VRCAvatar data, System.String pathToBundle, System.String pathToImage, System.Action`2[T1,T2] onProgress, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:664)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.BuildAndUpload (UnityEngine.GameObject target, VRC.SDKBase.Editor.Api.VRCAvatar avatar, System.String thumbnailPath, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2524)
Rethrow as UploadException: Failed to upload file
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.BuildAndUpload (UnityEngine.GameObject target, VRC.SDKBase.Editor.Api.VRCAvatar avatar, System.String thumbnailPath, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2566)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder+<>c__DisplayClass104_0.<CreateBuildGUI>b__4 () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2015)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <27124aa0e30a41659b903b822b959bc7>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.Exec () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)```
In blender if I bought an outfit off booth and only use the shoes.
Is there an easy way I believe the term is called "bake" that texture so that I'm not including all the other pieces of the outfit when I only want the shoes?
how do I fix this in blender? Everything i've tried online hasnt worked
Is there a way on Standard-Lite to disable all shadows on my model? because I don't want any shadows, else my avatar will be too dark
can i ask this again i really wanna get this fixed and i dont know what im supposed to do
why does he look like this in unity
have you checked the face orientation in blender? I think the normals might be flipped
i'll check
i should turn the outline off first actually
cuz the outline is all flipped
yeah this all looks right the hat shouldnt be flipped
what i find works best is having a transition that just has exit time set to 1 and no conditions for both transitions. Then in the "random" animation state have a blendtree with animations that turn off the blinking ranging from your min time you want to wait and max time at thresholds 0 and 1 respectively. Instead of using a bool to randomize the blinking, use a float, then this float will be used as the parameter for the blendtree.
did you apply all transforms on it?
i never figured out what the issue was but ended up doing it another way, that way ended up working better
wdym?
the issue was that it only randomizes once when it's transitioned to
so if it randomizes to 1 it will transition to blink and back, allowing it to randomize again. If it doesn't randomize to 1 then it never transitions and never gets randomized again
object>apply>all transforms
uh
[i was able to fix this]
hopefully this makes it not flipped in game though
Avatar makers, anyone have a good way to test cutout mirrors in-project? Tryna solve some transparency issues
pretty sure you can just import a mirror
I think the mirror dependencies are in the world sdk only
like it needs this script
I guess it doesnt hurt to make a separate world project to test
it worked, but the shading on the arms is still weird is there a way i can fix that in unity or do i gotta do an edit to the model in blender to fix that
it may be your export or import settings. If you don't have custom normals try setting your blendshape normals to "calculate" in unity
trying to put hair onto my model, but the hair still wont attach to the head. and when I fix the model, it attaches the hair root bone to the hips or spine. how to i attach it to the head bone?
also is there a way to limit how far the eye can turn?
wait nevermind i think i got it
when setting up the eye movement in the avatar descriptor you set the limits that way, and there's an option to unlink them
I still need help with this
can any one please tell me whay if i export fbx that i changed (adding shoes) from blender to unity my avatar look like this . and i cant see the shoes that i added in the hierarchy
What is happening to my models arms- They're perfectly fine in blender and when I put it in unity, they just break. I applied the rig to the model in unity- but before that the arms still looked messed up so thats not the problem
Could someone please help me with this issue.
Anyone know how to flip this effect to be sideways?
having a very strange issue.. my avatar seems to be large?
or rather i'm tiny..
the avatar is the correct size
but my ipd is super small on the avatar
so like my playspace floor is at the neck of the avatar
and my avatar's hand is like 10x the size of my irl face
oh weird it's totally normal if i switch my ipd to be set by height rather than armspan..
i have a custom IK layer but the only thing i changed in the pose was the orientation of the feet, and the issue persists even if i remove the IK layer
oh and if i reset the height of the avatar it fixes the issue
it might be because of constraint setup i have..
i'm going to try turning off write defaults on the animations
okay i think that fixed it
that's what i get for trying to hide all but one bone on an avatar rather than using multiple skinned meshes
im trying to add a prefab of an outfit that is made for my booth avater, but the shoes are heels, which make the feet clip through the top. how can i make it so when i toggle the outfit on, the blendshape of the heel on the body matches with the one on the shoes ?
If the body has a blendshape for heeled feet, you can create the toggle for the outfit and simply record the blendshape turning on with the outfit
So I made an error when I made my Vroid and because of it the back of her neck is missing. I'm still new-ish to blender so I figured the easiest way would just be to fix the issue in Vroid, reimport and then copy the changes I made over, but I've been struggling with this. I made some changes to her face and head mesh that I dont wanna re-sculpt but simply copying the body over and setting the armature as parent doesnt seem to work even though all the vertex groups are still there and named the same
Is there an easier way to do this? am I being profoundly silly? pls help
if i deleted an avi in unity project after uploading does the avi still stay in vrc
'\
?
yes
if it's from vroid it's probably got mesh and is just transparent. so paint that part on the textures.
and the quest ver was in there
The mesh of that part is just gone, I think I toggled some option that deletes transparent meshes on export on vroid
It was because the tutorial I watched recommended erasing the parts of the body texture that are hidden under the clothing for better performance, but I didnt notice that bit of neck missing until I spent many hours tweaking the model
Bumping this
oh, then you'll have to edit the mesh and make new faces
You think that will be easier than copying over the fixed mesh from vroid somehow? I have little experience in actually extending/adding on to the mesh, I've just been sculpting on whats already there
trying to adjust knee rotation on a model by adjusting the ik pose and it's only adjusting the foot rotation, not the direction the knees bend, does anyone know why this might be?
what is the problem you're trying to fix?
like, why are you trying to adjust the knee rotation?
the knees bend outwards really far, I know this can be fixed by straightening the legs in blender but I'd prefer not to, the character is stanced that way intentionally
what does the character look like?
I see. do you intend on using this with full body tracking? if so, the stance might be a bit of an issue
no not really, although it will be a public avatar
is there any way to add mirroring to the rig for animation in unity?
although all i'm trying to do is adjust the ik for the knees which won't matter if you have fbt
you can select the mirror checkmark on an animation, animation state, or motion field in a blendtree
it should look like a man icon with a dotted line down the center
okay i figured it out i needed to adjust the upper leg twist in-out towards the direction i need the knees to bend in, then twist the lower leg to put the feet back in the correct place
I'd just remodel it, but I do know blender pretty well
could somebody upload a Vrchat avatar for my friend?
Hello need help with animation
I have a bracelet I have on my avatar, I want it to shrink when arm's armor is on and to expend once it's off
I've done the animation but when I toggle the bracelet it's shrinking and expending infinitely every millisecond
Hey I just re-exported my FBX from blender, and imported into unity (like I've done hundreds of times as I work on it)
but for some reason this time the material slots on the mesh shuffled????? and I have no idea why????
(there is only one mesh, I haven't touched the material slots in blender, only work I've done since my last import has been some shape key edits, bone and weight paint updates)
all of the things in the redbox shuffled, and I had to reset each one
its not a huge problem, but it does mean all my VRCFury that referenced those material slots also need to be updated, and I'd like to avoid this happening in the future
yeah it's blender being blender
does anyone have an idea how I could fix my problem ?
either your animation to expand has multiple frames and is cycling between them or you messed up your conditions on your transitions
most likely
Hm maybe, I didn't checked the transition
why is the lip sync thing stuck
I think that happend to me too, I restarted the editor, and it worked after that
i restarted it and its still doing that [i removed the avatar descriptor and replaced it and now its working]
go to edit mode, select everything, do Mesh > Sort Elements > Material, and in the bottom left context box, change it to Faces
then re-export
Unity calculates the material slot order based on the the order of stuff in the mesh
that fixed it, thanks
That's my problem
can you screenshot how you're shrinking the bracelet? i.e animations, logic involved, etc
OFF Animation
so the animation has two keyframes, and those are the values for those sets of keyframes?
the scale is different between the two
So you mean than on the first and last key of the OFF the scale should be the same and so for the ON
yes, otherwise the animation will just loop over the two keyframes and scale it up and down
Oh ok I think I understand
So I need to put one of the scale up there on both start and end
okok thx
are there any packages that have Head pat, noseboop, ass slap contacts ?
ooh, I didn't know this. usually I have my mesh parts all split up and so I join them in a specific order so I get the materials in the order I expect, but this is neat
@flint rose
It's fixed
thx
Now I need to do smtg cause I have 257/256 bits and I already have removed lot of stuff
idk what to do
I'm still looking for help with this-
use a shader that doesn't take word lighting into account
first, click on your FBX, go to the Rig tab, click Configure, then in the bottom right click Pose > Reset Pose, then Pose > Enforce T Pose, then Apply and Done.
if it's still weird in the scene view, you may need to reset the pose using Pumkin's as well
Wich is?
There's like 12 of them
you can use the VRChat Toon Lit shader
yes, it comes with the SDK.
Thx
The enforce Tpose didn't work, how do I use pumpkins to fix it?
firstly, can you screenshot your hierarchy?
want to check if your avatar is unpacked (bad) or not.
my avatar is unpacked- I was told in the past to unpack it after importing.
that is very poor advice, it prevents you from easily updating things like rig changes down the road.
I recommend never unpacking models (like the raw FBXs).
got it- should I re export and bring a new fbx in? I've done that a couple times though
in this case, I would recommend dragging a fresh copy of the FBX into your hierarchy, and using Pumkin's tools to copy all components from the unpacked one to the new one (assuming there are things to copy)
you should find that the new FBX should have correct looking arms
alright, I will try this
and to double check with you- it is the reset button on the bottom here correct?
no, go to Tools > Pumkin > Avatar Tools, and use the Reset Pose option
like this
set those boxes like that and click Reset Pose
The avatar itself did move slightly but the arms are still the same unfortunately
The rig looks fine but the arms on the body are weird like- from the get go when I first import it. it's almost like, somehow something messes up in the export process maybe?
I'm wondering if the pose in blender is not applied as the rest pose
do you have the CATS plugin installed in blender?
yes
if so, go to Pose mode, and use "Apply pose as rest pose"
I recommend making a backup before doing that
just because you won't be able to easily revert it, if for whatever reason you ever need the original, weirdly posed version
gotcha, I will try this
alrighty so, it's definitely better than it was, but I think it still looks off from blender or something- here is the before and after- in unity The before being on top and what its supposed to be in blender
it could be because parts of the arm are weighed to more than 4 bones
Unity caps it at 4, blender doesn't
in blender, select your whole mesh in edit mode, go to Weight painting mode, do Weights > Limit Total, and in the box in the bottom left, change it to Deform pose bones
and re-export
That's interesting- I never knew that. Would that mean this base is not a good one to use in the future if it is going to have these problems or is it something that I did?
( in the case that this fixes it )
I don't really know what is going on 100% with this base, but it's something that is easy for some people to overlook. I don't really see why that part of the arm would be affected by more than 4 bones, but sometimes people accidentally weigh things to things they shouldn't be affected by
I see, the arms did not change when I did the limit total unfortunately
the arm bones in blender look like this- I guess has an " Elbow Twist " bone, could this be an issue?
maybe, but the mere fact of the bone existing shouldn't cause issues. I also use corrective bones like elbows on my avatar.
when you go to the rig config in Unity, and you just do Reset Pose, does it look correct?
like, without enforcing T Pose
jesus what a mess
can any one please tell me whay if i export fbx that i changed (adding shoes) from blender to unity my avatar look like this . and i cant see the shoes that i added in the hierarchy
what does your armature hierarchy look like?
So, when I dont enforce tpose these red words pop up, when I hit to enforce the tpose everything is all green.
either way the avatar doesn't seem to move nor does the arms change- and i'm starting to thing I might be being a little picky with this- I can definitely tell its off for some reason but it's a lot better than before so I think I can deal with it being a little off-putting lol
evrything is there but not the shoes that i added
I'm wondering if it's a blendshape being activated
and whay dose look like that ?
trying to figure it out, make sure to redo the rigging on the import settings
it looks like the avatar in the hierarchy is a prefab, which could also mean it's been previously unpacked and turned into a prefab. if that's the case, the link to the original FBX is fucked and you cannot add meshes to it
what you will have to do is drag in the FBX into the hierarchy again, and use Pumkin's to copy everything from the old model to the new one
and this time, do not unpack the FBX.
^ this is precisely why I warned against unpacking avatars lol
okk thanks
The only active blendshape I have for the body is the custom edit I made, but it doesnt affect the arms at all, it's only the lower body. and haha I see now- lol I will keep mine packed
but its not prefab.. let me show you the hierarchy
one sec
generally, if you are not the one who exported the original FBX, don't override it. this is because if it was exported from a different program, or export settings are different, you risk breaking the model in unity
the avatar isn't a packed FBX prefab, it won't adjust to the FBX being modified easily
the first time, you should always export as a new FBX, with your own export settings, and use Pumkin's to copy things over
I took screen shots and I really put them side by side- this is the different between them at close up
and only from then on, you can override your own version of it
okkk thanks
hmmm, can you go to the modifiers tab in blender, and see if "Preserve volume" is enabled on the armature modifier? it should not be
it is not enabled
okay, so that's fine
could you try setting the rig type to None, click Apply, then set it back to Humanoid, click Apply, and check the rig config again?
to fully reset the rig config
yes I shall try this
hello im quite new to vrchat, im searching avatars and some appear like this, why is that?
gone
or...security check failed kind.
ah okay ty
unfortunately no change still- I'm going to re-import the body to see if it was originally like that or if along the lines i messed up something.
nope- just realized it's only weird in unity so.... nevermind- LMAO
can you send a front view of the bones on the arms in blender?
( I think is is what you meant )
yup
yeah those are
Just had an avatar fail securiby checks, though im not sure why? Its a pretty small avatar and its not like a crasher or anything? I did get some shader errors so maybe thats why? though im not sure how to fix it.
Yes these are twist bones "Elbow_Twist_R and Elbow_Twist_L"
then it's most likely a broken twist bone setup in Unity, that's what it looks like in your OG screenshot
what Unity version, SDK version, and what does the builder tab of the SDK look like
ok- can I just delete these bones and it will fix?
more so just remove the constraints responsible for the twist bones in Unity
I dont think constraints apply in the armature rigging import window
sorry- I am not sure I know where to find constraints in unity? I am down to try anything for a fix
2022.3.22, most recent sdk
" Its a pretty small avatar and its not like a crasher or anything? " why you lying x'D
i thought it was small 😕
security checks wise, it could be the particles
does this avatar use vrcfury or modular avatar?
very poor is a good hint that your avatar is not small
ok thats not necessarily what i meant by small but either way thank you
find the twist bones in Unity and look if there's constraints on them in the inspector
560k tris is more than a lot of worlds
this is what they look like, nothing is on the bones
twist bones are great
if they're setup properly, yeah they look good
I have a feeling that the twist bones dont have anything to do with it
yeah you're right, I was looking at the first screenshot they posted
is this some sort of blendshape??
or is the pose even applied in blender
yeah the pose apply was already suggested
oh I think I know the issue
might be your shoulders
The pose apply definitely helped the arms from its original look- but it is not fully 100% normal
try straightening them out in edit mode
okay, and then I set as rest pose?
no do it in edit mode so your mesh isnt deformed
or no edit mode not pose mode- sorry
safe to say- doing that just so happened to make everything SIGNIFICANTLY worse. . . so i reverted that change LMAO
how did you straighten them?
I straightened the bones as shown
what base is this?
I am using the Fantasy base
I can find you a link one moment
||https://zinpia.sellfy.store/p/vrbase-fantasy/||
does anyone know how to fix the crocked foot issue
could i have accidentally at some point hit the set as rest pose when I was checking for clipping at some point and just- ruined it? lmao
I would hate to have to delete this body and just re import it because that means I'd just have to re weight paint everything and re sculpt the body- I really don't want to do that 😿
it be like that sometimes
is that unfortunately my only option as this point?
why the re weight painting tho?
well, the sculpt I did I cant really duplicate it exactly so I will very likely have to resculpt and do everything again after I attempt to copy my sculpt
alright gl
thank you. I will need it- thank you everyone who did ya best to help salvage my mistakes
Still trying to turn my vroid into an avi, this one strand of hair refuses to move with the rest of it, how do I fix this?
check your hair bones it's attached to and make sure it's weight painted properly
Model has another layer called overlay? I’m trying to make a substance painter file for it but when I split it, it sticks together…
i keep getting these errors ONLY on the jackal seat system does anyone know how te fix this issue and then it would abort the upload
Hello, i recently ran into an issue i cannot seem to fix myself, model looks fine in unity and blender, but ingame i can physically see the "triangles" or polygons my skin is made up off, anyone have any idea how to fix this ?
can you screenshot what you're seeing, and are you on the open beta?
in the model's import settings, go into the rig tab, and click configure, assign the jaw bone if there is one. Seems this asset requires it
due to it being bare skin only, i cannot provide a picture in the discord due to nsfw reasons, if picture is needed DM me
all 3d models are made up of triangles. if you look closely enough, you will see jagged edges. from most reasonable distances, it should not be an issue
i understand that, but im not talking about edges, i can legit see all triangles
like almost like its a tattoo covering my entire body
this wasnt an issue untill recently, and i don't know what i changed
can you click on the FBX for your avatar, and screenshot the import settings?
specifically the Model tab
I would recommend setting Normals to Import, instead of Calculate
ill give it a try and upload, will update in minutes
if you can also screenshot somewhere that shows what you mean, cropping or censoring anything needed, that would help.
PC, changing the normal upload didnt change it
the material is completely blank on the particles, though in unity it appears fine
ok, which shader?
Poyomi 8.1
ok. which specific variant of the shader is it using? Poiyomi Toon, Poiyomi Toon Outlines, etc
ok, what if you set it to the regular Poiyomi Toon shader, not the outline one
can anyone help explain why my model looks like this in unity
Can't really tell what the issue is with the screenshot being that small, is it the seam on the right?
what does your material look like
This is what I had it as before
i just dont know what happened
it might be the normal map for quest is messed up i think
this looks like a normal map not behaving correctly
yeah im going to see if it works on pc version
can you screenshot what your normal map texture looks like, and how it's used in the material
would you have any other suggestions, sacred?
what GPU are you using?
4090
mkay, rules out AMD issues
why, does AMD have issues with that ?
interesting
and have less safety
functions like atan2 can sometimes cause division by 0 issues and it causes black splotches
highly doubt that would be the issue regardless, because its only affecting the body, and not the head, whilst they use the same shader
this is the normal map
that is absolutely not a valid normal map
so I wouldn't use it as one
that looks like a denim detail texture
anyways, I have a few theories:
- it's still a shader issue, something else besides outlines
- for whatever reason, every triangle of your mesh is separated (I've seen that before)
- post processing AO being really weird
I use these a lot. I highly recommend also using the detail albedo, not just the normals
put them both at 256 size
thank you! ill tinker around with these ideas, if i can't figure it out by tomorrow ill psot again
Can anybody help me make my first avatar?
thanks
Can anybody help me make my first avatar?
Does anyone know why when I upload an on unity avatar it says it uploads, but when I load on to vrchat it says the avatar is either loading or not showing up at all (it shows on the website that’s it is uploaded) I don’t know what it keeps doing that and I’ve tried everything. If anyone knows I would appreciate the feedback. 
What Unity version are you using to upload
I'm using 2022.3.5 which is the one that it recommended. Where would I be able to download the newest one?
should be using 2022.3.22, but that version should load
but it might be SDK issues on that non recommended version
Someone said that it might be the SDK but im using the newest version. I will try using this version of unity and see if it makes a difference. Thank you for letting me know this 
how do i fix the bending issue with thec chest/hip area
I don’t make avatars, but I’ve been using one called “bee Karin” the past couple days and have loved it! However, whenever I’m on PC I keep running into an issue where one of the toggleable particle effects (a bunch of bees swarming me) is constantly forced on for quest players
This isn’t a problem when the person using the avatar is on quest, it’s just when the user is on pc and the people around them are on quest
I was wondering if somebody maybe had a fix for this? I don’t own the avatar personally so I’m not even sure what all I could personally do abt it-
I’ve tried toggling the option on and off on pc and it makes no difference for the players on quest
Please @ me if you know of a solution.
I have some seats on my avatar set to a toggle, and also toggle an object in tow as well. But sometimes, the seats are on despite being off in my menus and the object tied to the seats not being on. Does anyone know of a fix to this? I don't want strangers tethered to me.
Does the gesture off button in the menus not turn off face expressions anymore? @ me if you know so i see it
how do i invert a toggle i have a Boolean parameter on a prop and when its on in menu prop is disabled but off prop is active I'm hoping to do the inverse so its as expected
My avatars feet are doing this in game but look fine in unity, does anyone know why its doing this?
how is the toggle made? is it with a tool, or manually made in the animator
Just in case imma show the issue the chest is low on this model feels like theres a hip issue or something
My other model does not have that issue
Can anyone give me tips
having a weird problem, im getting these errors, yet everything is mapped
Try this trick, sometimes the SDK just randomly doesn't refresh the rig without loading another avatar descriptor being in the mix
still doing it
everythings there
can you show the other tabs (head, and hands)
what does your avatar look like in the hierarchy, and is there an animator component?
anyone knoww how to fix this error
HELP!! i have leg bones on my avatar so it would detect as humanoid, everything works fine but now it think the entire body is facing backwards and makes the legs backwards, the tail and such is the backside and the arms are clapping in the incorrect position and im super confused as to why it thinks the front is the back...... 
first time ive gotten it on anything
#1307985057528418305 message Gonna try and share it here too as well as avatar Discussion, I need help doing some changes after someone I commissioned did some bare bones work and asked for more to add further details we already agreed on so I am stuck doing it myself and its causing me to go a tad mad, any help is apreciated
omfg i came here with the EXACT SAME issue WTH
I just downloaded this helmet model off of sketchfab, is there a way I could get rid of the part in between the eyes?
i mean, show us the verts?
this spine is very crooked. you should try to have your spine be as straight as possible
idk if this is what you meant lol
does it do the Axis by the rotation of the Spine ???
aim for something like this. this picture doesn't have an upperchest bone, but if you have one, that's good
would also recommend looking at how the legs should be set up
straight from the front, slightly bent from the side.
Step one: axis mirror (ion your case y axis)
ok done
press 2 To activate the Knife Tool to draw your desired Shape
sould look smth linke this
after that select all the verts you want to remove, press x and select "vertecies"
Still Broken with a straight Spine
could you screenshot what your rig looks like in blender?
and maybe do something more like this with the spine, it's a little bit less straight, so you might have a little bit of give with the IK, but it should deform better