#avatar-help
1 messages ยท Page 21 of 1
alright so i did it, but it left a hole in the mesh, how do i fix that?
Press 2 for edge select, Select the outermost edge and try spamming F and see what it does
that is quite a strange pose to have the model in by default. would definitely recommend using Pose mode to straighten the legs and rotate the palms/arms (and using CATS to apply the pose as the rest pose), and using edit mode to straighten out the spine a bit, as well as tweak the shoulders so the bones aren't popping out of the mesh
issue is. its a actually a low Poly mesh and i need those for rotation
I wouldn't really consider that "low poly", I would consider that "perfectly reasonable" poly
ah now that is low poly
what you saw was Subd
XD
and withou the "strange" rotation points the hole rig is really hard to move bc of the limited verts
but i can try to straigten the bones just to see if that fixes the axis issue
gimme a bit
I'd also try resetting the bone rolls (select in edit mode and do alt + R), and maybe manually tweaking them afterwards if needed
(did that already)
it looks like the knees are bent in a kinda strange way, you may want to move the joint forward or bend the lower leg more
otherwise it might try to bend the wrong way
try pushing the thighs and base of the hips forward a bit?
also, once re-imported, make sure to do Pose > Reset Pose in the rig config
same issue
fixed my rig issue but now physbones refuse to preview and work in the player
so im confused
HOW
what i did was switch the L and R bones to what the left and right would be from the avatars POV
basically your left your right
weird, but worked
but
OH
oh, yea, left/right is always from the avatar POV
didnt know that yet
not from your pov when looking at it
that might bei t!
i am just a newb LOLLL
I still insist that you should keep those rig changes I proposed, but also fix the naming
getting closer to the "ideal" rig VRChat expects will improve how it behaves in game
true buts its an animation rig first, the VR chat stuff is a bonus, i dont mind much if its a little broken
if i do end up spending more time in vrc i might make a seperate VRchat Version for it
im trying to figure out currently why these arent working but i cant find anything online its so weird ๐ต
idk if i like. set up the bones wrong?? im confused
your editor is paused, nothing will work
unpause it
what do you mean you can't do anything?
that was the fix! :O
i dont have the ability to move anything?
tyy!
you're in the game view, not the scene view.
- leave play mode
- in the game view, change
Play FocusedtoPlay Unfocusedat the top - enter play mode
does anyone happen to know the new avatar limits or where i could see that? i noticed a few models i had werent usable anymore
these limits are absurdly high still
if your download size is anywhere close to even 100mb, you have wayy too much stuff on one avatar, or no effort whatsoever was put into basic optimizations like reducing texture sizes and reducing audio clip quality.
theres no clear limits, except 200mb download/500mb unpacked size, and those shouldnt affect old downloads/be impossible to upload. they spin up avatars on some vm or test in client or who knows what to measure their actual performance but we have no clear metrics
the new limits are retroactives afaik
older avatars that exceed them cannot be used anymore
thank you
does anyone know how to get this for retexturing models ??? i assume its a unity thing, i feel like i've seen/done it before but nothing im doing is working (i also have no idea what its even called at this point)
i noticed a few under 100 got knocked but honestly could be texture memory and audio like yall said
Can someone help me?
I put oufit in my avatar and i want to make toggle for jacket. But when i click record animation and click the outfit, it's auto stop the record and avatar back to t-pose again. Why?
testing model now... any clue why hes bigger then the map? LOLLL
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.
he shouldnt be and now im confused
(lil celebration, ill get to fxing evrth else now X3)
this is an overlay of the UV map, you can create one in blender by going to the UV Editing tab, going into edit mode, selecting everything in the viewport using A, selecting all of the UVs using A, and going to UV > Export UV Layout
ty for your help :3
in the window that pops up, you can change the resolution and opacity
the model i have imported into blender is just grey, i have the textures downloaded and i was just putting them into the uv editor hoping that'd work
i dont know how to fix this but its so funny to me rn HDHFBD
all i got ๐ญ
this is fine
all you really care about is exporting the UV layout, which textures are not needed for.
you don't really need to have textures/materials set up in blender, unless you are doing your painting in blender or are using it for renders
im stuck on the last part of it ngl ๐ญ im blind (and also very new to blender/unity) so i have no clue where anything is LOOL
and the only reason you'd really need the UV layout anyways is if you're texturing in a 2D program like Photoshop
if you need to increase resolution or change opacity
@half stirrup
i in fact do not have a UV button here
make sure you're in edit mode in the viewport
I specified it earlier but not in the last picture.
yeh it says i am
^
there is a difference between edit mode for the armature and edit mode for the mesh. whichever object is highlighted yellow is the "active" object
so make sure the mesh is the active object, and then go to edit mode
'yellow'
you have to leave edit mode for the armature first
oh LOL
go back to Object mode, then click on the mesh
ok, so another thing is that if the model has multiple materials, the UVs for each one will all be overlaid on top of one another
yeah the uv thats showing in that pic is the head, i already have the new texture for it so i just need body
to only select the UVs for one material, deselect everything in the viewport (click somewhere), go to the materials tab, select the material you want, and click Select below it
wait no thats multiple uvs nvm
Also to note, if you want to export the layout as png, the islands must be selected when exporting the image, otherwise it will be blank. I learned that the other day lol
like so?
yes
ayyyeeeeee
either that, or enable the option in the export window called "All UVs"
i have learned something new today
i can just drop the png i have of the body texture in the uv port now right
what are you actually trying to do
are you trying to edit textures of the model?
yeaa, but since im doing it in procreate i just needed the UV so i know where things go
i was under the expression you want to export the grid for the uvs to texture in another program
so then why would you drop a png onto the model now
no, just export the pure UV layout, and put that as a new layer inside Procreate
on top of all of the other layers
oohhh
you do not want it baked in with the main texture
you want it as a transparent overlay
I thought Procreate could do 3D texturing, no?
interesting, i've actually never used the modeling feature on it before
if you can paint on it in a 3d view, you wont need the uv layout
crawls back in here
sigh
i live here now
- face is a 2d plane (seen below), face in vrchat keeps getting set to the bottom and behind the avatar?
- the feet and legs are purposely below the map since i didnt want this avatar to HAVE legs, but vrchat decides to make him float instead and i have no clue how to fix it
- camera is wonky, and moves weirdly because of 2 im pretty sure? idk if its a seperate fix or would fix if i fix 2
don't put the feet and legs under the floor, put them where they would normally go but don't weigh any part of the mesh to them
make sure the face is weighed to the head bone
tbh its my first time doing proper retexturing on a simple model, so i was importing the image i saved of the body texture and thought putting the uv over it would be fine enough for me
how should i do that?
are you familiar with weight painting?
and is the model rigged in any way already?
to get something to move 100% with one bone, you can do it in Edit mode by selecting the parts of the mesh you want weighed, selecting the Vertex Group for the bone you want, and clicking Assign
itd be fine if you have layers where you can later turn the grid off as i doubt you dont want the grid on your model later when youre done with the textures. But you should definitely prefer painting on the model in 3d as sometime,s the grid is a little stretched here and there to make it flat where really theres a curve on the model, so what you see on the flat texture may look ok and then on the model its weirdly deformed. you can be more detailed and on point with positions of strokes and marks etc in a 3d view
i'll try looking into doing actual 3d texturing with procreate soon tbh, it does seem a LOT easier to do but for now im just testing things honestly ๐ญ
How do I make toggles save their state between world switches?
Anytime I switch worlds my custom ones get reset
Check the "saved" box in the parameters
Where would I find parameters? I'm very unfamiliar with unity, sorry
on your avatars root theres an avatar descriptor
inside that youll find a parameters file that you can double click to open it
Thank you
ill tweak it a little since im floating a little bit still but my camera is still.. weird? its doing this
dunno if its the view position, since its set correctly
I haven't seen or had this happen to me before, the body deforms like the weight paint is broken, but it's only in this pose in unity and in vrc, but everything is fine in blender, it just suddenly did this, when I was doing another normal update?
Here is a better comparison, I should've just showed it like this to make it easier.
Both models are the exact same in Unity an Blender.
This could be caused by bone stripping
in blender, go into weight paint mode, select weights -> limit total and set it to 4 if it isnt already. Each vertex can only be affected by maximum 4 bones. Any excess are going to get "stripped" in unity
Does anyone know how to properly put clothes on avis ( the armature part ) of this process? I can drag the armature (from newly made clothing) into the corresponding places of the main armature, and although the armature does work as intended with it moving with the limbs etc, it doens't have the same physbone properties as the main?
I.e the boobs will function under the clothing and the clothing stays stuck
You should use something like vrcfury armature link
for exactly the issue (reason) youre having
Much apricated my man, that did it, I will remember this.
Too much parameters.
Okay but I was trying to upload a quest version to the pc version by creating a. Duplicate unity project by exporting from the assets tab. The seller thinks it should work i assume. So it probably isn't the inbuilt parameters
Quest have different set of required/maximum parameters and such stuff. for you to be able to upload it on quest version
I'm wondering if it's including parameters from the prior file
What if my custom ones arent in the list?
I can't seem to have the int toggle with different clothes, Did they do something or I did something wrong? Cause I did the same thing with older sdk version, and it just work perfectly fine.
You can just remove unnecessary parameters in your quest version. since most of it are not compatible in it
any tips for which are likely? and do i need to get an id from the pc version and paste under pipeline?
You have to manually find it yourself or talk to the seller, Cause even I haven't touch Unity in a long time, so really can't help you at all
Actually don't do that
That's not a good idea
right, seems like im messing something up
I mean, he/she uploading it on a quest version
Use the PC's parameter list on the Quest version as well.
Otherwise the toggles will desync between PC and Quest
okay
Anyone got any idea on how to deal with this?
and how do i get the id to paste on quest version, the vids i found dont say
At first I thought this would be a nice optimization as well, but it causes issues, if you remove params from the param list
Are you trying to make an exclusive toggle between multiple clothes or..?
Yes
I just did the same thing as I always do with the Int toggle
But on this newer sdk, it doesn't work
and both dress are ON, but there's only 1 dress showing
Well if you make an exclusive toggle, that makes sense
Exclusive suggests, that the 2 can't be on at the same time
Well say.. you have an int for Tops, and you also want a coat or a hat or something
You'd toggle those with separate bools probably
Ah that one I know
Since you want the int to control the tops, and 2 different values to control the 2 different accessories
It's not the accessories I'm fixing, since I know you need boolean paramater on that
It's the multiple dress on an int parameter that are both turned on, but only 1 showing
You can't even click on any dress, since it's unclickable cause they are turned on
Can you show your layer that controls this?
Gimme a sec
I have been doing it like this ever since, and on the older sdk it works perfectly fine
Equals to Shift = 0
Equals to Flip Flops = 1
Is this Write Defaults on?
This is what's happening
Hmm, lemme try turning off write default on both animations
Cause, on my older sdk version, they're both wd on, but works fine
Nothing happened, still the same
So.. you can't mix write defaults. That's important
All states in all layers have to follow the same write defaults state
Do you know what write defaults on and off does?
It overrides it
I don't know, if it's with vrcfury/modular avatar that's messing up with my avatar write default.
That could very well be the case
Hmm, It's probably vrcfury
because, I did put up modular avatar on my older avi, but it never happened like this
But.. the difference is:
Let's say you have a layer with 2 states. The first toggles a coat on, the second turns a hat on.
With WD on, when you go to the first state, you get the coat. But when you go to the second one, you get the hat and the coat disappears
That is because the coat's default state was off. You'd have to animate both the coat and hat on both states here
With WD off, these default values don't get restored, and you can toggle things on and off as you please
Yea, I know that. with multiple animation on a certain part of a dress using boolean
You need 2 animations ON and OFF
I'm not sure what's happening here... My model was working completely as expected before, but I realized that I forgot to weightpaint the shirt, so I went back to blender and weightpainted the shirt and reimported, but now my blendshapes appear all mixed up in unity. In blender, everything appears normal, and I've re-exported the FBX several times, so I don't understand what's happening... does anyone have any insight? Pictures of the expected blendshape behavior in blender and what happens when the sliders in the skinned mesh are used in unity to compare. The shirt blendshape appears to do nothing, and the shirt instead appears mixed in with all the other blendshapes, but is rendered upside down with flipped uvs or something...? Its even affecting visemes and expression blendshapes...
Then you are using some auto installer such as vrcfury or modular avatar, which you should always mention up front because it causes this exact confusion. if your toggles are added via vrcfury, you will find an "option" button on the toggle, under which you can select "saved between worlds"
Yes, I did find the option. Thanks anyway I appreciate it a lot ^^
Hey, does quest support the unity standard shaders?
You can only use Quest shaders that are listed below the VRChat/Mobile, but only the Standard Lite comes close to the standard one
Yup. Thanks. Standardlite is perfect. The thingy i had didnt pack its textures.
Trying to make a prop animate with prebuilt animations but I'm failing to make them animated. It suggest doing a Path Rewrite Rules but I'm not sure what to do
weird bug with my textures where i can see parts of the texture where i shouldnt, i was able to fix this on poiyomi but im using toon lit rn so i can make it quest compaitable, textures look and work fine in blender, any clue how to fix?
Arm texture
The paws for the arm is visible from the top, almost like it's weirdly transparent?? But the texture is still there
All i see is a gray blob with 2 dots
Its the angle I took the photo at sorry
In just trying to figure out how to fix this ๐ญ
The pawbeans are visible from the top when they shouldn't be, the paw lines are visible from the bottom when they shouldnt, and I can see them when I look at the arm from the side, it's really weird
Did you by chance set backface culling to none as "fix in poi"
Where should I check?
shader settings, under Rendering at the bottom
I'm doing this on toon lit rn so im confused since there wasn't alot of stuff on the side
I found how to fix it on poiyomi by complete accident so I forgot what I even toggled
Or if a similar toggle was on toonlit or something
im not seeing rendering
you can't do that with this shader
We dont even know if thats what fixed it in poi
Use poi to check if that was it
If yes, we can explain why
And how to fix on not poi
But we dont know if it was backface culling
Again you need to check that
no, but it does when i set it to back
Good, now we know what it is
In short: you cant fix this on any of the quest shaders
But you can fix this in blender so that it wont happen
That's good to hear, how do I fix it?
Mesh has an inside and outside. Only the outside or "front" renders on mobile shaders. View it from the inside and its transparent as can be. You want to enable face orientation in blender under the viewport settings. Everything red is inside out
when i tried uploading my avatar its does not upload and tells me to go to my console and i dont know what its telling me to fix
Read the second line of the first red error
thanks
oki
can anyone please tell me whats the best blender version for cats
and maybe a link to the version... thanks ...
not sure about cats but you can find previous releases of blender here https://download.blender.org/release/
If you join the cats discord, theres an faq channel that has all the answers
what is the best way to change the body mesh of an avatar to a new shape? like.. if I want to give an avatar muscles or something else, how should I do it?
like.. I have two meshes
do you have cats discord ?
and want to make the body of an avatar be that new shape, but i cant merge it due to shapekeys
still have this problem, everything is mapped correctly
Try to set it to generic and back to humanoid and/or drag a new fbx to scene
tried both, nothing
also speaking of fbx, everything broke after i reimported it
all stretched ๐
Different export settings from the previous time, or you unpacked your avatar prefab
yeah it's been unpacked
yep, this won't work then.
wait how do i fix this then
Drag a new copy into the scene, copy stuff over, try to not unpack
sigh okay
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 I have reduced the size of the boundary box and increased it but always the same.
or i thought it did.. it looked like it did but now its doing this, its doing the same thing again but in a even wonkier way then before.. at least the textures are in the right places now lol rip
really weird
looks like the arms are still inverted. something that makes it easier check if the normals are right in blender is to enable backface culling in the solid view
looks like bad normals?, try turning off backface culling to confirm
aha i got sniped lol
are there multiple mesh objects? try selecting everything then press Crtl+A and 'Apply all transforms'
how do i record stream pov on my pc without headset/etc (i have obs)
if the model is a humanoid rig then you need to use humanoid transforms to animate the arms. also in order to move the hands you may need to disable arm/hand tracking when the animation is playing if it's not in the action menu
actually you may need to disable hand tracking in the action layer too idk i dont usually mess with that
tracking does matter in desktop, i've had a lot of trouble on a avatar before because i didn't understand that the nonvr version still emulates tracking to do animations (though what i had trouble with was the head position so, who knows, maybe it could be different for the arms?) And in unity, you need a different type of animation for humanoid bones. the way i usually make animations/poses for those bones is copying one of the proxy animations from the sdk samples and modifying that, it'll have all the keys for the humanoid transforms and you can just remove the ones you dont need. there is a way to add those keys with "add property" but i forget what dropdowns you'd need to press and it would take longer than copying an existing animation imo
and what i meant with disabling tracking is the animator tracking control
How do I make so all people on the server wont hear my audio. But only those that are close.
i did that and then accidentally toggled face orientation and my arms are red
does that mean anything? everything else is blue
you'll probably want to flip those faces so they're blue too
help someone
@somber sequoia
please don't ping me for help unless I'm already helping you.
looks like the problems solved now but yeah that was my point, if an objects scale is negative in can cause inverted normals on export
oneee last thing for now i promise xD everything else is working but i have leg bones on the model so it could detect as humanoid, but i dont want legs on the model at all and i want the torso to just be on the ground. but when i use it in game it makes me float and makes my avatar wonky, it also keeps saying my avatars feet are below the ground despite the bones literally floating off the ground in the pic
it's fine to go ahead and upload an avatar when warnings like that pop up. i think you could get the torso on the ground by selecting the avatar and just moving it down into the floor
trying to optimize a vroid avatar for vrchat, specifically trying to make it quest-compatible so people can actually see it. this is as low as i can get the polys before things start clipping. last time i played consistently was back in 2019 so uh. i may be a bit behind on whats considered doable for quest/mobile players
any tips on further reducing poly count? other than removing the body under the clothes, which ill probably try doing anyways
if its a lost cause, ill just choose a nice fallback :P
take it into blender and either put a decimate modifier on it or if you know how to edit models manually disolve as many edgeloops as you can before it starts to lose it shape
That's what I did but it gives me invisible legs weirdly
oh maybe it's not possible to move it the way i thought, i've accidently uploaded an avatar in the floor before so ik it's possible but probably not recomended
When I export a model from blender and put its animation on it, the position,scale and rotation gets messed up a bit and it tries to reposition itself in the animation for unity, any way to prevent this and have it be exactly how it is in blender?
maybe use gogoloco and just put yourself in the ground
are you asking how to export an animation from blender to unity? make the first frame the default pose then remove that frame in unity
I tried but it messes with my viewpoint, it's where it should be on the model normally but with the invisible legs it makes everything wonky
sorry- i meant use gogoloco to move yourself ingame
and have it in a normal position when uploaded
I can try that, Iโll send a video when I can but when the animation plays the models animation gets out of position and tries to move itself back into place
that may be a contributor... says the height is 2.15.. anyway i can correct it? its VERRYY wrong lol
thats something im not as sure about whats causing that ๐ฅฒ im more experienced on the blender side than the unity side
๐
Hey I cant seem to find anyone with the same issue, but I've made an avatar and everythings fine except for whenever I have a change of elevation in game (ie jumping or walking up something) my avatar freaks out, and spins uncontrollably, turning into a helicopter essentially. Not sure what I messed up or changed to cause this. Any ideas or anybody have the same issue before? It's a Booth Rindo model if that helps anything. Thanks
My avatar mesh is doing a really wheir thing when I import the FBX file into Unity. It seems to deform for some reason at the feet. I checked the blendshapes and weights in blender and it didn't seem like anything was effecting it
nvm figured it out, the heel bone was in a weird position so I just switched all weight influence to the foot bone
would anyone know why the emmisive map is bleeding into the rest of the texture? i only have it set for the pupils, idk why it would be doing this
So for some reason my avatar is failing everytime i try to upload it. It doesnt show anything is wrong in the splash panel... Is there anyway i can check/fix this?
any error messages?
aint done optimizing the model in terms of tris and stuff, but does anybody know how i could edit these colliders so theyre single capsule-shaped ones instead of individual circles?
it says you have compiler errors, and that probably means you can't even enter the play mode
Is there anyway to fix that?
do you have all the necessary packages installed for your avatar?
you probably have some broken or missing script on your avatar
Tbh im like almost completely new to making avatars, ive made very few to start off and practice with. I dont know like all of the packages i need...
you can find those colliders in the hierarchy by typing t:VRCPhysBoneCollider on the search bar, then you can change the shape type to capsule
when you download an avatar, they usually specify what tools you need for your avatar
So im not using an avatar i bought its a free lair base. I never really needed anything specific to upload it until recently
How can I extend the length of my avatars arms and legs without re-rigging? Is it possible?
How can I remove unnecessary textures form a booth outfit in blender?
If I only use the shoes and delete the other meshes how can I delete the unsused portions from the texture map to reduce size
I think you can scale your armature inside in Unity on those parts
yeah I tried that avatar, it doesn't have any other requirements and works fine for me, it only needs the base SDK for the avatars, maybe there's some problem with your unity installation?
can you upload any other avatar?
I can try one rq
This bug on my avatar is annoying me a little, in my view I can see my torso, arms, etc, but I don't want to since it blocks some of my view, is this a viewpoint issue? How could I fix?
It also makes my neck on my view a weird.. stick thing
But it looks perfectly fine in mirrors and such
have you tried to adjust the view position?
Yep
because it seems like your view point is far behind from your head for some reason
Hmm
Wait idk if i have the sdk
if you created your project through creator companion, then you probably have everything installed correclty
It doesn't work. It gives the same error.
Is there a way to do it in Blender?
maybe you can scale it in Blender too, but you would may want to apply that scaled bones as the new rest pose
you could go into pose mode in the armature and scale bones to the length you want, then apply the armature modifier on the mesh(es) and apply the pose as rest pose on the armature, then reparent the mesh to the armature with ctrl+p and armature deform
hi idk if its ok to ask this here since im not a developer but im having an error with an avis quest upload and idk how to fix it (havent uploaded in a while) anyone can possibly help?
did you try to upload a different avatar too?
Yes
can you upload a default cube?
Lemme see
then there's probably something wrong with your unity installation
Iโm so sorry, Iโm mostly new to this and I have no idea how to do that๐ฅน
okay one note i'd have on this video about the part at the end, do NOT press automatic weights, press armature deform. it will already have the vertex groups it just needs the armature modifier put back on it
Ok!
Ok so i cant upload a standard cube so would i install the 3.6 v or the one off the website?
My avatar's mouth blendshapes don't look good when talking, especially if the teeth are posed for a grin or smile.
Is there a way to disable these kind of blendshapes when talking, sort of like how Hai's tools disable blinking on certain animations?
it's kinda hard to pin point whats breaking it from uploading, but reinstalling both unity and the creator companion may solve your issue
how can I fix these? Iโve already deleted every asset that it isnโt spawning in with (its only one outfit + the avatar itself now) It also has no physbones
in the animator that controls expressions, you can create a neutral face state and transition to it when the Voice or Viseme parameters are greater than 0
you could try to reduce the texture size down to 2K or 1K, remove unused blenshapes, but it's kinda hard to know what's causing the biggest problem without knowing what stuff you have on your avatar
i already changed the texture size to 256x256, how do i get rid of unused blendshapes?
you can use the d4rk avatar optimizer, or import your model in blender and manually remove them
but d4rk avatar optimizer can only work, if you don't have VRCFury
Ok thank you!
Hey I cant seem to find anyone with the same issue, but I've made an avatar and everythings fine except for whenever I have a change of elevation in game (ie jumping or walking up something) my avatar freaks out, and spins uncontrollably, turning into a helicopter essentially. Not sure what I messed up or changed to cause this. Any ideas or anybody have the same issue before? It's a Booth Rindo model if that helps anything. Thanks
What are these normal maps used for in unity and how do you generate them in blender?
Normal maps control how light reflects on a surface, they can make a mesh appear to have detail that isn't directly modeled with geometry. There's a lot of ways to generate normal maps in blender depending on what you want to do and what your setup is, you could look up how to make normal maps in blender as I'm sure there's lots of tutorials but if you have a more specific question i might be able to help
I see I'm trying currently trying to reduce wasted texture memory by rebaking textures and removing the portions that are no longer used.
I'm assuming if I update my UV map I will have to generate a new normal maps alongside my texture
Hello, I have an older avatar from early 2020 (SDK2) and cannot use it anymore. Is this something that can be fixed? I dont understand how it can be a security threat. Any advice?
Yeah, you should be able to bake normal maps the same way as you would for other textures. If it doesn't work for some reason you might have to change the format of the image in the shader to non-color but i wouldnt worry about that unless something goes wrong
Reupload it
how do i fix this?
configure the rig, click pose > reset, then pose > enforce t-pose in the configurator
thank you so much
For those of you with Novabeasts, the Parameters for Ear and Toe movement, are they particularly necesarry? (Will they not move by themselves via expressions otherwise?)
I need some help please. Up until a few days ago everything was fine but now some of my boyfriend's avatars are messed up. Some of his avatars appear highly pixilated ( kind of mindcraft like). He sees himself fine. If I wear his avatar he sees me perfectly fine. We both have verified integrity of game files and cleared cache. Does anyone know what I can do to fix this? We are both running VRC via Virtual Desktop/steam. I have a Q3 he has a Q2. Thanks in advance.
Sounds like the imposter system? If an avatar had a performance ranking above what you've set to be able to see then it can fall back on an imposter generated from your avatar.
are you running the open beta?
I was on the beta and switched it back to the normal to see if it would fix the issue
if so, there's some discussion about this in #open-beta-discussion , and if that's the issue, it's fixed by going back to the release version
(maybe)
So, the problem is on my end then? Is there a specific setting I need to look at? Is far as I am aware I have all of my avatar graphics turned up.
I think this in the settings under the avatars
Avatar load limit get set to zero when being in beta so you'd have to double check if it changed by itself.
Thanks a ton. I will check into it. I appreciate the help y'all.
I'm trying to update an avatar I only realized after the fact was supposed to have the audiolink prefab on it (The shop didn't mention it under requirements) and when I try to add it, it says this when I try to upload. It's for the PC version only- and if I click auto fix, it removes the prefab and thus audiolink doesn't work in-game.
i havent messed around with audio link in awhile but you may have added the testing prefab rather then the actual one used for uploading perhaps? 
I clicked Add Audiolink prefab to scene
Do I attach it to the avatar I wish to upload? or do i keep it just in the scene itself and it'll still work
As in would i put it in the avatar's hierarchy or just leave it where it lies when I click Add AL
You don't put that on your avatar, it's for testing in the scene only
on the documentation it says to click the Add Audiolink Prefab to Scene do I just leave it OUT of the Avatar's hierarchy then??
"scene" is not on the avatar. So yeah, just click that button and it should be in the scene just fine.
you seem to have dragged it onto the avatar, so just drag it off
Let me leave it in the scene then and try updating to see if the AL works now
this prefab has nothing to do with audiolink working on your avatar, it's just for in-unity testing
(and totally optional)
Let me see if it works though bc I had to empty out my entire scene and re-add the unity package bc I forgot to put AL into the packages originally and wanted to absolutely make sure all settings wouldnt change
audiolink on avatars happens in the shader
alright it works now, and yeah ik but when i first imported the package I did not have the Audiolink package added to the project itself
So to make sure I didn't have to change any settings I just
yknow... deleted everything in the scene and then re-added the avatar's project lmao
you don't technically need that in the project at all - again, only needed for in-unity testing
yes
I didn't have this thing originally. Because the shop didn't mention it at all.
that's fine though, as I said
So I deleted everything, added Audiolink to the project, then reimported the files. It didn't work originally my dude
okay.
vrchat throws this damn error at me every time i try to upload it to any platform then it gets stuck on avatar built
are you trying to upload a .vrca file?
I am following a VRoid to VRchat avatar tutorial, and am currently at the step where I add eye tracking and blinking, the eye tracking works great but when I test the blinking it does this
why is this
My feet are normal in blender and in Unity but when I upload it to VRChat one of them is tilted. Anyone know why this is happening?
also crouching brings the feet way off the ground for some reason
Interesting.... I copied a project from one computer to another, and the pile of VRC Constraints on the scene I opened have lots all their transforms
Does anyone know how to upload an avatar? I donโt have a computer but I have the model fileโฆ I just need someone to upload it for me :(
here's a basic tutorial: https://www.youtube.com/watch?v=bSwMz4WcajQ
I said I donโt have a computerโฆ
oh, you'll need that
otherwise, it's not a good idea to upload for others, you'd probably only want to do that with someone you trust
ooh, not just one scene, interesting
They keep the ones that are other objects in the scene, but not the ones that are actual bones on the avatar
or I somehow screwed this up badly in some other way, fascinating
all the shape keys are broken like this it seems, I made some edits to the mesh like joining the ears to the head mesh and adding new vertex groups with weights, will that mess with shape keys???
pls help
could i get some physbone help (they are animated and have the animated box ticked)
she is in pain, please
ahhh, nope, it was applying changes to a prefab full of rotation constraints that broke this. These constraints are so buggy.
quickest solution i can think of would be for you to just re-make the blendshapes/shapekeys yourself 
aaaa... I guess one more thing to learn after this week of Blendering isnt so bad
do you have a tutorial you recommend
i dont have any videos on hand but just searching "how to make shapekeys in blender" will likely get you most of the way there explanation wise (simple answer is you're mainly just gonna wanna be moving the mesh either vert by vert or with the multiple sculpting tools to make your new viesemes and face expressions for each shapekey)
anyone know how i can add projectiles and such? i wanna make mario able to shoot fireballs when he has the fire mario toggle on
and make it bounce when hitting the ground if possible
particle effects
you can do that with particles?
sure
the Unity asset store has a bunch of free particle packs, they're useful to pick apart to see how they work
Can anybody help me with this
how do i make it so the pc version of an avatar has all the pc shaders n stuff but it can still show up on quest just with the mobile shaders?
you just upload it on both platforms with the respective shader?
how? like just have to diff projects and upload it on the same build id?
just use one project
you dont need separate projects
you can just duplicate the avatar in the scene and swap the materials on one
?
yeah
i fear iv asked this before but would anyone here know how to sync a avi toggle fore late world joins?
for example i have a speaker on my avi the is world constrained to spawn to my left but i will often sit on top of it and relax, however if someone shows my avi after iv already spawned the speaker or joins the world after i spawn the speaker instead of the speaker being where it is in relation to me (in this case under me as im playspaced up and sitting on it) it will still spawn to my left leaving me floating in the air.
Take a look at this: https://github.com/VRLabs/Custom-Object-Sync
oooo thank ya kindly
does anyone know if there's a way to preivew fallback shaders in unity?
i can't test in game (my pc can't run vrchat)
cant use it
When I attempt to use the latest version of unity I get all uhh.. This
Nvm, I'm still having the problem with sound. When I play it, everyone can hear it and it makes me embarrassing because people complain.
I made pc only so I can't turn it off on quest
Hi, how many time I need to wait for upload my avatar please ?
?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
You need to have atleast "New User"
If im correct, to get it you need to play about 10h+?
I dont remember the real number
hello when i change toggles im the only one that can see it does anyone know hjow to fix that
Thanks ^^
I toggle the parent gameobject but my mesh appears at the world spawn and never "respawns" at my avatar when I toggle it off/on
.
Make sure you check the "Synced" box in the parameters list
i did that and its still not working is there anything else i can do
If you haven't already add the "VRC Spatial Audio Source" component to the audio source and make sure that the max distance under the 3d sound settings isn't set to something like 500 or whatever the default is
VRC Spatial Audio Sourdce?
How does it look like
oh
No I did not
;D
it's a component that goes alongside your audio source
each object with a audiosource
if you don't VRChat will tack one on for you and set it to default options
I set my min to 1 and max to 2
That means anyone close in a 1 meter range won't be able to hear it and anyone outside that 2 meter range wont be able to hear it
But the whole server does hear it ;D
Even if theyre 1000 blocks away
what rolloff are you using
Im in college rn so Idk ;D
deafault that has been given?
Logarithmic is basically anywhere
either use a linear one or make your own
linear usually does fine for what I want
Thats mine
make sure to enable "Use AudioSource Volume Curve"
VRChat's own falloff from their spatial audio source component can't be easily tested without rigorous in game test brute forcing
uh ok
What is far?
Like how far the sound will go
yes if you were to use VRChat's falloff
but enabling "Use AudioSource Volume Curve" sets it to use the audio source values
y is unity fuckig up so badly wtf did i do ? it looks fine in blender
your basis blendshape is broken in Blender
if you remove all shapekeys it'll most likely show this, pretty sure it's a old version Blender bug
so how do i fix that??
What blender version are you using?
2.92
Assuming you're on that version just cause of CATS?
ye
so what do i do to fix this on the new blender versoin??
if it's not already fixed, you could try making a "New shape from mix" in the shapekeys (with all shapekeys set to 0) and applying that newly created empty shapekey to basis
??? i like make a new shapekey??
im not that good at blender ๐
like everythings at 0 but do i uncheck it too
figured it out
tytytytyytyt
Your avatar is using a material (lil moe_pcss) that couldn't load properly.
The shader used by this material may be broken or out of date in your project. Ask the creator of this asset what shader and version should be used.
The vanilla shader at Assets/nHaruka/PCSS4VRC/PCSS4lilToon/Shaders/ltspass_opaque.lilcontainer has an internal error:
Packages/jp.lilxyzw.liltoon/Shader/Includes/lil_common_vert.hlsl:212 invalid subscript 'positionWS'
Does anyone know this bug?
i need help, whenever i export an avatar from blender back into unity it breaks the avatar. either the rigging is broken or the avatar is invisible. I've done this countless times now and never had any issues, now suddenly it doesn't want to work properly :< nothing has changed afaik since i last used blender and edited a model.
The model in blender is completely fine, however then in unity its invisible. im using the cats plugin on blender 4.0
Changing certain things in Blender, like.. editing the rig, and then overwriting the FBX in Unity can break the avatar in Unity
In this case, you have to start from scratch with a new FBX in Unity.
You can however copy over physbones, colliders, and other stuff like that
That's weird it never did that before, what i did in blender was decrease the poly count and exported back to unity, even taking the model into blender not touching it then exporting does the same thing..
It has some certain conditions to make it happens: the model in the isn't an fbx prefab or variant from fbx, and updating by adding or removing object. Will cause object list in the scene no longer match with fbx file which cause breaking. In the case of just import and export that break it, it usually because of it exported with extra leaf bones, which make object list no longer match.
i don't know why its just suddenly doing this though, it never did this before, models i edited before do this now too. my export settings didn't change since i last used it, i put the FBX as a new in unity and its doing the same thing. the mesh is invisible ๐ฆ
this is my export settings
How do I remove the tattoos of routa
The avatar uses an expression to remove them
And i can't find where in poiyomi to remove it from the material
And if delete the texture the avatar gets fucked up
disable error pause - restart unity (not sure you'd need to , but scripts can be wierd first time imported)- try build again more errors show up
did those steps, same errors show up
well now theres more, but its just 534 of the same error listed over and over
I fixed it by hiding the avatar, uploading a different avatar, then going back and unhiding the original avatar. No idea why that fixed it but it did
how i export a unitypackage to a vrchat file i have all essential stuff installed but im lost its my first time that i try it
i figured it out
in blender thet textures look fine but in unity it messes all up
it's an atlas
and an extra material
try it in vrchat mabye looks it good
im using the right shaders yet it wont apply?
9.1.1 ~= 9.2.3
It worked, thx
Since versions are different. Just re-assign poiyomi shader for each material by reselecting.
Unlock material, reselect poiyomi shader, lock it in, or don't, builder will do it automatically.
They have pro version, why would they need toon which has less features. It could be the avi is using pro version.
any reason that the lipsync portion of the avatar descriptor locks up after i set it once?
it wont let me change anything
how can i fix this blush texture issue?
Make material render "Fade".
where would that option be? I cant seem to find it
Look in the material file, or when selected the face object.
here???
right at the top
found another option saying "transparent" seems to work since i didnt have "fade" option
the avatar im making has wider shoulder armatures than the avatar its copying from.. how do I have it not force the armatures to the smaller size?
definitely don't force anything about the armature, use the one that fits the model
so if I made an avatar that is of a different armature size/configuration, i should try to use an armature that fits it?
I'm not sure what you're trying to do here, just copy stuff on one avatar to the other? This shouldn't be much of a problem
I made a modified version of an avatar that has slightly wider shoulder armature, and when I try to copy the stuff over from the original, the shoulders are moved inwards when I use the pose editor
Huh, did you do the rig setup for the new model the normal way?
Do you have any weird constraints on those bones?
I just made the shoulder bones slightly longer.. was there something else I needed to do in addition to that?
you might need to check weight paint, but no, there shouldn't be anything very weird about that
you could probably just overwrite the FBX too, if you didn't unpack the avatar prefab
the weight paint is all good and behaves as expected in blender.
like.. this is what happens, the shoulder bones seem to be shortened..
I did export the avatar from blender and imported it into unity. I did import the unmodified avatar into the project beforehand
huh, I'm not sure
hm.... how do I make an animator for the avatar?
in the project view, right-click, create, animation controller
or did you mean you don't have an animator component on the avatar root?
that usually gets added automatically when you do the rig setup as humanoid
is the rig setup done usually in blender?
I meant the setup you do in Unity when you first drag in the model file and set it up
you create the armature in Blender, but have to set it up as humanoid in Unity
do you have the rig setup as humanoid?
how do I do that?
I'd watch a basic "setup your avatar" tutorial, the visuals will help
ah ok.. figuring it out
tho at the same time, realized I broke the mesh for the paws in blender at some point so I need to redo that part
Hey! so im trying to add a specific assest that is already premade, into my avatar. i dont know how to add the premade menu into the avatars menu. can someone give me a short tutorial w/o giving me a video? or find a good video? 
i want to create a massage gun, kinda like the old popcorn palace one, but i don't know how to send haptics to controllers
i tried vrcfury haptic touch sender
but i think i gotta use contact sender
right?
id double check your asset didnt come with a how-to tutorial (usually either a PDF,TXT or MP4)
i did, but im not really a reading learner, in a visual learner
Why does everyone say that
๐คทโโ๏ธ
i got it for the most half, but i never know where to go, im kinda new to unity in a way
just not used to toggles yet
you should always learn the program you're using before buying content for it
get the shader from the legitimate source ๐
Quick one, where can i find the Animator file that comes default with VRChat?
animator file?
File that carries the default motion files and blend trees that is used by the Animator component
I still wanna tinker with making a different run animation for a PC model
there's no one animator but there are sample layers in Packages/com.vrchat.avatars/Samples/AV3\ Demo\ Assets/Animation/Controllers
i mean, they are animators
they are
thanks devs for great naming!
Yeah it's still all tricky since i know you can swap out an animation file but i know the animation component also asks for a controller often made by making a Humanoid rig and the options say Make Animator from it or something like that, so figured VRC had a file like that but it has multiple ones so makes it confusing if theres a main one that is referenced or if it is referring to 5 controllers
Not saying layers like BASE or FX
base=locomotion
Thanks
how do I move the camera? currently its in my avatar's crotch
if you mean its there in-game you might have to move the viewpoint up in your unity project's avatar descriptor
ok got it
I'm having trouble uploading my avatar to anything but PC. everything seems to go fine in unity, but when I check the website it only shows for PC. also whenever I try to upload for android or IOS, the performance rating fails, but when I reupload for PC, its fine again.
its like its uploading the andriod/ios versions to the PC version or something.
i've had a similar problem for some of my avatars and i just had to reupload the platforms that weren't working until it did work ๐ maybe something to try is wait a few minutes between uploading each version. but what do you mean by "performance rating fails"? and what does the performance rating/validations say on the upload menu for android and ios
i have bones in the tail.. how do I make it move or drag behind my movement?
rn its completely stiff
add a physbone component!
Hello hello! Anyone know how to add a card bending asset to an avatar? I donโt know how to do toggles and Iโm very new with avatarsโฆ
I have the asset and the files for the avatarโฆ if anyone can help
yeah seems similar to what i had. i would upload it to pc, then after trying to upload it to other platforms the pc version would change to security checks failed. basically had to repeatedly upload on each platform until it worked ๐ญ i think i was trying to upload it too fast though
the place you got it from would have instructions i'd think? does it say it uses VRCFury
I think I found a solution. It worked after uploading to PC, switch to android, close and then reopen the project, and then upload for android.
Liindy's stuff usually comes with very detailed instructions
i dont use vrcfury either but using creator companion definitely help out a lot for setting up projects
I donโt know what Iโm doing at all I started making avatars a day agoโฆ
interesting solution, that would take so long for me though to have to reopen the project
maybe i'll try that next time i upload
Having some issues with this tail, can only get some parts to turn the desired color but others refuse? What am i doing wrong?
also as a heads up this is my first edit, I only know some basic stuff
are you trying to make half the tail those other colors
yes
for everything you have selected in the 3d view, you'd have to have it selected in the UV Editor as well and move it to those colored parts. it looks like you only have a few sections in the blue part. where's the rest of the uv map?
in the uv editor press a to select/highlight everything
switch to face selection (3) and activate xray (alt+z) to properly select stuff in 3d
oh wait i didnt even notice they might not have the full parts selected lmao
@split cairn in the 3d view do ctrl+L to select linked
(assuming the fur parts are different surfaces)
I'm going to try that
if it selects too much do what theleastmost said
so just to get this right, i can't use the select box right?
you can add to a selection by holding shift
cause when i try to use it, that doesn't give the points in UV editing
you have to select whole faces to do UV editing
what you were doing was just selecting vertices
so could i possibly use the select box to add the faces?
yeah
select by linked would make this a lot easier though
or hitting ctrl & + (on the numpad) to select the nearest linked faces
ctrl + just zooms the cam for me
my bad i meant the numpad, which you may or may not have
oh sorry i missed the numpad part
i added it after in an edit lol
from a quick google search https://www.youtube.com/watch?v=VGMv0X0uDy8
I often work on my laptop and this is the one thing I miss most from the real keyboard ๐
literally bought usb numpad so i could work on blender on my laptop ๐ฉ
ha!
I've got a second trackball 'cause I hate navigating Blender with the laptop touchpad
haven't considered a numpad yet, I just deal
yeah i hate using trackpads in general, i always carry around an extra mouse
ah I don't otherwise, just for Blender
My visems are not working and i have them correctly assigned,
If i remove my custome Action Animator, Gesture animator and FX animator, it works, but now while 1 of them is assigned, i dont know what i did to make it bug out, also im usign gogoloco, with vrcfury auto setup dont know if the combination of this things is messing something up
do you have to remove all your playable layers or have you tested removing them one by one to test which one it is?
sounds like there's a tracking control behavior on your avatar locking visemes
Yes i remove one at a time and still the visems where blocked
Like any free to play user I used the Manual way which is to reupload the Avatars from unity, but when I put the avatar in the editor it was completely gray no material no nocolors
What avatar are you trying to upload, can you provide a link?
You most likely are trying to setup the FBX manually, the avatar is most likely setup already in a prefab or scene file
Aright, lemme see
Is it allowed here?
But I'll send it
oh yeah that website is extremely old and known for hosting stolen content
probably should try Jinxxy to find free avatars if you need
also commonly contain virus.
But it works
Ok
No I didn't mean that the issue is solved , just the file is safe
stolen contents usage be against ToS or/and Law anyway which may lead you to ban (not always).
trying to select the first blob of points to move to different color but i end up move everything else. How might i fix this?
nevermind
got it fixed
Remember that if you move UV islands around, that applies to all of the textures used by the material - I see there's some hair strand effect there, if there's a normal map with this or other things, they will be affected, possibly negatively.
Can somebody help me make this vrchat avatar for quest?
i foudn this free model online and i wanna make it quest comp but it keeps saying fix problems above when i click autofix
(i know near nothing abt unityy)
where'd you find the model?
because it seems you didnt read the description of the download page for required imports/setup
whered you get the avatar
can i drop links here? (if not gumroad)
yep
ah its just poorly set up
i mean i uploaded it on pc just fine
just cant figure out what to do for quest version
generally you should remove any imports of shaders that come with the package (the "hidden" part is what sketched me out) and get them legitimately
to fix your issue just swap all the materials used to a shader under Vrchat/Mobile
"hidden" just means it doesnt show up when searching for the specific shader because its a locked poiyomi shader which is an auto generated more optimized version of the shader
(also if it helps they only gave 1 file)
oh i know but often times i'll only see it when either its packaged wrong or its from a leaked/ripped model :P
just change the material's shader to vrchat shaders
it happens literally every time you use poiyomi
you cant use poiyomi without locking it
I'm back to ask more dumb questions about blender! Namely, is it ok that my model looks like this in Object mode...
so these?
but like this in Edit mode?
๐คทโโ๏ธ
oof sorry for interrupting btw
the arms need to be more straight
also the edit mode's pose has no impact, don't worry
im not sure how to do that tho
ok, thanks ๐๐ฟ
also the legs need to be closer together
its at the top of the material
"Shader"
change it to a vrchat mobile shader like standard lite
leme see
all of them?
all of the ones your avatar uses
jesus its terrifying now
what about this?
thats not a material
well thank you
I can upload it now (beside it looking terrifying and abandonded for 1000s of years) it works
Do i have to make a manual controler in my FX using the visems to avoid the freeze conflict?
never animate viseme's unless you want to break them
Hey, sorry, Unity noob here, I'm trying to make an animation for a property which rotates a bone, but whenever i click on the Record button, the position and rotation of the bone turns red and i cannot change it.
Is there a way to rotate a bone using animations?
im not animating them yet, like i mention i added an actionm layer/gesture layer/fx layer and now they dont work, and i cannot find why, i activate them and deactivate each one of them and the only way to fix it is deleting the 3 animator layers
one of the animations in there probably has them animated
did you by chance create animations in blender and then import them into unity?
what bone are you trying to animate?
ohhhh let me check
yeah ill check that
if you did then they will have all blendshapes animated to 0, just remove properties
The tail
but it's okay, i managed to do it using Add Property :)
oh wait nvm, it still goes back to default when i play the animation
Is it because it is affected with PhysBones?
omg it was that!! thank you i didnt think tthose afected the animation Thank youu!!
maybe, there is an options in the physbone settings to allow it to be animated
if its quest, no
sigh blender and suffering it is...
Oh!! I have to enable that--
Thanks, i'll try it out!
Didn't worked sadly, even the bones that aren't PhysBones are red :/
red doesn't mean "you can't animate this"
But when i set a value, it goes back to where it was
And when I add it using "Add parameter", it just ignores it
are you making animations using an animator controller on the avatar?
Yes
how do you add a new texture to an avatar ? for context, its a makeup retexture package and its a PNG of the texture, but i cant drag and drop it into the project like most youtube videos say to do
if its a unitypackage i think you can just double click it then you'll get a popup to add it to your project
if its just a png file and dragging that in doesnt work for you, you can copy and paste it in directly to the assets folder in your project in the file explorer
thankuu^^
yo wthhh lol
Hey, another question
Is there a way to put a limit to where the eyeballs go, in term of eye movements?
I have an issue where the eye movements works, but when i move my head too much, the eyeball just go inside the body--
recently bought this avi for someone, the quest side some of the clothes are like seethroughish how do i fix it?
Oh! That is because of backface culling, it is hidden on Unity, but i don't know if it is on VRChat?
The eye movements limits are set on your avatar decriptor component under "EyeLook"
oh, so it'll look better in game?
I don't know, haven't tested
haven't seen anyone with the matching to my pfp yet, it's so weird
Was the avatar made for quest? Quest shaders cannot change culling options so that will stay like this
yes it's made for quest so there's no way to fix it?
in blender you can duplicate that part and flip the normals to fix it
I have set the "rotation states", but my eyes still kinda leave, idk if i did something wrong
It's very odd then, as the person right above said you'll need to use blender
aww damn i have almost no blender experience ๐ฆ
maybe bc the avi is kinda oldish
You should have a section for "Look right/left/up/down and front. Those are used to set the maximum rotation of the eyes in each direction
oh
i must be blind then
it's on the inspector tab
well that's really all i got for the eyes
i've never messed with that, i wish i could helpppp
time to learn blenderrrrrr
and the rotation states are set properly i guess
jumpscare haha
username check out
sorry about that
he's kinda cute tbh
Eyebones on that one straight up in blender? rarely ever need a value in looking straight
could be possible that looking up/down or left/right at the same time is doubling up and putting the eyeballs in the body
I do not know why, but on Unity, it is looking straight up
While on Blender i did set it correctly
eyebones in vrchat wants to be straight up and forces them
now remembering i had this issue and that was the solution
rotates around
i-
okay sure
i'll try that, thanks :)
eeeeeh i'm probably too tired for this, it broke the eyes even further lol
oh well, i'll try again tomorrow, thanks :)
Is it possible to change the default blink animation, or can you only do that by disabling it in the descriptor and adding an idle animation the FX layer?
The default one has always messed up my expressions on avatars by freezing in the middle of one so I use an animation I made, but users with eye tracking want to be able to blink on their own
For example the avatar blinks in the middle of you pointing, so now your eyes are half open until you switch expressions
hey, still having the issue where my avatar has no legs and it keeps making me float because i have legs bones so it can detect as humanoid
ive tried putting the bones under the floor but it just makes him float anyways, gogoloco works as a temporary fix but is annoying to have to set it everytime i go to a world with the avatar
maybe make the legs stupidly tiny ๐
YEAH THATD WORK
that looks so goofy ngl HSDHFHSDHFSDH
Hello there! So I have a quick question?
Is it possible to convert a 2.0 avatar that was used with a 2.0 sdk to 3.0?
I mean if you have the fbx for it then sure?
an avatar isnt exactly locked to a specific version of the sdk
from old to new sdk I mean
So if I have the package for the avi than itโs possible?
I think I have the fbx
Would you be able to help me in figuring that out?
I would appreciate it a ton!
whats the best blender version for editing avatars ?
any version works
YO
UPDATE ON MY EYES PROBLEMS
uh
it kinda got fixed all by itself?
like-- it works now???
uuhhhh,,, well all i did was just mess around with random stuff, but didn't really change anything, and then still updated the avatar
so uhm
success i guess
confused with unity again, following a tutorial to remove some physbones so i can make my avi a quest version, this guy has a physbones thing in inspector when clicked on armature so you're able to see ALL physbones, but i dont? is there something im missing?
Have you figured it out yet?
also when clicked on armature i see nothing so :P
unity gives me this error [Always] New image url is empty, aborting and then says upload succeeded and the avatar just isnt uploaded
if anybody could help
i would be grateful
that just looks like they have a physbone component on the armature? and i've seen people mention here there's a way to search for everything in a scene with a physbone component but i dont remember what it was
you can click "select" on the vrc sdk panel
still seeing the same stuff when i do that too
i have to fix all this so im able to upload the quest version i might blow up n die
anyone know why the white would be leaking into the material? i have an atlas material set up, it shouldnt be doing this, idk why it is
figured it out ( t:vrcphysbone )
well for the first thing you need to change the materials to use vrchat/mobile/standard lite instead of 'Standard"
bless ๐
i was doing uhh toonlit for all my mats
oh
so im making a clothing asset and need to know how to erase this because the subtraction tool isnt doing any thing '
im assuming this is weight paint?
yeah
not sure why some of it is just gone, but you want to make the uhh
hold on im really bad at explaining things non visually
lemme open blender
i noticed some thing was moving with the upper arm so i went to weight paint it and it just kinda didn't want to
idk how to explain it better then that
for something like this,
turn the weight value to 0
then you draw over the spots that you dont want to move with the sleeve
you can also use the radial gradent tool
but some of your jacket mesh looks black, rathern than the blue that unweighted parts normally are
my blender updated
ohh that would do it. i use 3.6
its also still not working :/
hm
i think black means those sections are not in the active vertex group. you can remove sections from a vertex group manually in edit mode by selecting the parts you dont want in a group then going into the vertex groups menu, selecting the group you want to edit, and click remove
(dont use gradient for this)
I need some help. I'm trying to add a custom sprint animation to my avatar, but the tutorial I'm following says to use the locomotion controller.... I can't find it anywhere.
this is the tutorial I'm using
look through the sdk files for a samples folder
i changed everything to standard lite but its still sayin this
It doesn't show the VRChat SDK-Avatars folder in my Project list. There's only this dropdown menu and I still can't see it
do I need to start over or something?
something is still using the standard shader, and you said you wanted to use toon lit which should work as lond as its under the vrchat/mobile shaders
i meant at the bottom of the screen where the assets are
project window
under packages
is there a way i can search it in the hierarchy
how many materials do you have...?
i think you need to look through all your meshes and check what material they are using
anyone?
too many ๐ญ im just going through all materials and seeing which ones have standard so im good
dont think anyone can tell without seeing the uv map/texture
do you need the base texture or emission texture
if you have so many is that even gonna work on quest? ๐
how do i easily make my avatar's head skin color match the body
it looks fine in unity but when i go in game it dosen't
It could be texture mipmapping (the texture reduces in resolution when viewed from far away, causing the white to bleed over into other UV islands)
also, it works in blender
im deleting a bunch of them lol
Solution would be to make the borders around the uv maps larger
how do i do that
Well if your UVs are really close together you need to go into blender and select the ones that are having this issue and spread them apart (and change texture if necessary). If the UVs are far apart though, then you can just change the texture by drawing a little outside the lines on each of the UV islands
i think their answer was for mysteryperson's question
ye
let me try something
there's a lot of things that could be causing that, we'd need more info
For the skin/head color problem it's a bit complex. First you want to make sure the textures match.. that takes manual editing. Then you need to make sure that both shaders are using similar settings, if it's using separate materials that is
i fixed it, thank you!
all the materials say standard lite now but its still giving me this error @raven orbit
So I am uploading an avi with VRCFury in it, and this keeps popping up. How do I feix it?
well that means something is still using the standard shader. i don't know how to search for that, best advice i can give is organize your project and keep all the materials in the same folder @half stirrup
maybe for the quest version i should just get rid of all the outfits and accessories i have? i have no clue what to do about it lol
unity gives me this error when uploading [Always] New image url is empty, aborting then says the avatar was sucessfully uploaded and it just isnt uploaded
oh i figured out how to search by type: material, but this might be a headache if you have poiyomi in the project (t:Material)
there are some materials that are greyed out and cant do anything with, would this maybe be the issue? i cant delete them either, since its greyed out as well
I know how to fix that
You extract the material to a folder in the unity project
Then you change the shader
extract prefab?
or am i dumb
Lemme give an example
Yeah you right
Extract from prefab
Then it should let you change the shader
two things to remember here - weight paint is a matter of balance - if you remove weight from one group another one gets it. If you only have some mesh weighted to one bone then it's always 100% weighted to that bone.
2: you can simply go into mesh edit mode and remove those vertices from the weight paint vertex group
Forgot about the embed fail
got it, theres just 2 that wont let me extract at all
wait i got it lol
alright the shader problem is fixed
now its just this
removed phys from hair, all good now
When i set mat to transparent it xrays through evrything else on the avatar idk why
don't merge materials of transparent stuff to opaque things
is this basically telling me i have to go into vrc and change my avi download size?
you cant upload any avatar on quest that has a download size of over 10MB, biggest thing thats gonna take up the download size is textures
put 'em onto multiple avatars instead
What causes an error that makes your model disappear and your camera float freely?
Hey y'all, If I disable the parameters for the Ears and Toe movement for a Novabeast, do Expressions that change facial blendshape still move them?
oh okay cool i was going through materials and deleting the ones i didnt need because i removed a lot of stuff and it made my avatar neon purple and i cant get it to go back so now i have to restart yay
Anyone got any anime matcaps they can share with me
what's that mean exactly?
like what would be specifically anime about a matcap
Do u not know what a matcap is
of course I do
I use it with poiyomi. And matcap lit
okay....
I wanted a few so i can try with my anime models
right but I'm not sure what needs to be anime specific
Idk
anyway, this site has a LOT of matcaps, I pull from here from time to time:
https://github.com/nidorx/matcaps
because I was trying to figure out what you were looking for
Ok
how do I use the physbone component? I just.. add it?
sure? the docs do explain most of the options, I'd start there if you haven't read them
