#avatar-help

1 messages · Page 22 of 1

somber sequoia
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add it to the bone, or add it on some other object and drag the bone into the "root transform" slot

sick snow
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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.

somber sequoia
sick snow
somber sequoia
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I just said?

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Happy to explain if that's not clear.

grizzled crow
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ok figured it out

sick snow
somber sequoia
sick snow
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Ok, 'cause that's the issue I have with my seats. Off by default, but when the avatar's not fully shown, they appear as on, for some unknown reason.

somber sequoia
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what do you mean by "not fully shown"?

sick snow
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When someone's shield settings don't enable everything on my avatar, and that person would need to hit the eye symbol when clicking on me.

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Basically, when at least the model is visible, but not necessarily everything else, like custom shaders or particles.

somber sequoia
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ok so probably what you mean here is when animators are disabled

timber wharf
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that what seats woulf do yes

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because seat should be on by default to work

sick snow
somber sequoia
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no that's not on by default

sick snow
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I've been saying that It's off by default.

somber sequoia
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if they require the animator to be on, then that's not on by default

timber wharf
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what

sick snow
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I've been saying that It's off by default.

timber wharf
sick snow
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Thank you.

timber wharf
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im confused still

somber sequoia
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yep.

sick snow
# timber wharf im confused still

Basically, what I'm dealing with is, when in Unity, the seat is set up to be "Toggle to Use," but somehow I had people using it in game without me toggling it on, but confirmed it was because their shield settings didn't have me fully shown, so they were somehow accessing something they shouldn't.

timber wharf
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seats should be on by default. then you use animation to turn them off, ofc if animator is disabled for someone, it wont turn off. thats how it works

somber sequoia
#

exactly what I said too

sick snow
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Ok, then how do I stop strangers from using my seats?

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I want to still have seats, and have straners activate my headpats and such, just not my seats.

timber wharf
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try animating it so by default its on and 100m in the sky or smth

sick snow
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But that'd mean that people who I let use it will be so far away, no?

timber wharf
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no, then your on animation both toggles it on and brings it in place

sick snow
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Ok, but wouldn't it be more performant to just, I dunno, have it be off regardless of if the animator is off?

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Fewer animations, is what I'm saying.

timber wharf
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it is what it is. having it off in the scene would remove it for everyone.

sick snow
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I see.

kind tusk
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i hate asking for help here but i have googled and googled to no avail and am at my wits end. i get this error when i try to export a file as a .vrm and i am blender illiterate and have no idea what it means. any help will be greatly greatly greatly appreciated

raven orbit
kind tusk
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i think i tried that but ill try again just in case i missed something (i probably did), thank you!

sick snow
kind tusk
raven orbit
# kind tusk i tried the other versions of blender i have and it just crashes whenever i open...

i think there's a few ways you could get around it crashing. you could export the model as an fbx and import into another project using the right version but you'd have to mess with the export settings so that it doesn't add unnecessary stuff, or you might be able to append the scene collection directly into another project (unsure if this would still crash). i can explain either in more detail but it's generally a good idea to never save directly over another blender file for this reason!

kind tusk
raven orbit
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omg i hate that the d key is right next to the s key it keeps making me accidently swear 😭

timber wharf
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@sick snow is it vrcf or smth?

sick snow
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Nope.

wooden girder
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Idk where to go for this but an avatar I made completely from scratch keeps having security checks fail no matter what I do

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what is going on with that

sick snow
wooden girder
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It's been doing this to me, a lot

sick snow
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Otherwise, I'd check how much free space you have on the avatar project's drive.

wooden girder
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Alright

sick snow
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I had it happen once, myself, and it ended up being low space for me, so it might be for you.

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If it's not the API havin' an error fest or low storage space, I'm unfortunately out of Ideas.

wooden girder
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I uploaded it in july, it failed a week or two ago

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and now every reupload is also failing

sick snow
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So?

wooden girder
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I'm just explaining my problem further for anyone else who might know what to do?

sick snow
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I had an avatar have issues like that for an update, too.

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What I'm sayin' is that the API might be havin' a fit, or you ran out of storage space, or you might have some internet connectivity issues in the middle of an upload.

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Or all of the above, for that matter.

raven orbit
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i had the security check failed problem too and had to keep reuploading until it worked, havent seen another solution so far

sick snow
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I am still bankin' on low storage space.

wooden girder
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I'll see what I can do, but I appreciate knowing what could have caused it

sick snow
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No problem.

raven orbit
sick snow
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My security check fail incident was likely a combo of what I think was API issues and low storage space, so check the VRC status website and see how long ago the largest spike in error rates was if you get the issue again.

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It's not a foolproof thing, but hiccups in your internet and the VRC API are certainly not gonna help things either way.

raven orbit
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yeah i think the solution to that problem is patience 😔

sick snow
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Yeah, and from experience, I can attest to not wanting to wait.

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To be fair, I've not had the issue happen again for me, so have hope that it will result in the same for you.

woven totem
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I need help fixing this

sick snow
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Have you...

  • Closed the project and opened it again
  • Reloaded the SDK
  • Simply tried again
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Those are what I do when I get that error.

woven totem
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how do I reload the sdk?

sick snow
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Hang on while I open a project to screenshot.

woven totem
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okay

sick snow
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Click on the VRChat SDK, and then at the bottom is Reload SDK. Click on that to reload it.

woven totem
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I did all three

sick snow
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If no fix happened, what's the oldest error you have that's red?

woven totem
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AssetBundle was not built

sick snow
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White and yellow errors are erroneous in regards to halting your upload.

sick snow
woven totem
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well, there's a "small" problem with that which I'll explain in dms

sick snow
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Ah?

opal agate
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The model is for some reason using the wrong texture despite it showing the correct texture everywhere else. Is this just a matter of waiting for it to update or have I encountered some strange bug

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Both the quest and pc versions I made use the same texture (the void looking one) and none of them use the grey trousered one. So I just have no idea how this could be happening

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The previous version of the model used the grey trousers but I dont know how that could affect a full reupload unless it really is just waiting for it to update

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Wait, I think I figured it out. I have animations that are resetting the texture

misty musk
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the invisible parts have solidfy modifier on them on blender but in unity it doesnt

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wtf do i do

raven orbit
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you'd have to apply a modifier before exporting it

misty musk
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i did

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i did and it still imported like this

gloomy flint
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ran into the issue where a prop is supposed to be attached to my hand, and when its toggled on it DOES rotate as though its in my hand, but its floating to my side and seems to be attached to a different part of my spine?

raven orbit
misty musk
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pretty sure i did

dark jay
#

How do i fix the rim lighting issue on poiyomi

gloomy flint
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VRC Parent Constraint, it says the source transform is the armature thats connected to my hand (like the other props, that do work)

misty musk
dark jay
raven orbit
gloomy flint
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the Transform is under the correct hand in the hierarchy, but it doesnt connect right

misty musk
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blender(left) vs unity(right)

raven orbit
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in blender enable backface culling under the solid view settings (this doesn't change anything in unity its just for debugging)

gloomy flint
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i've compared to other avatars that have props in the hand and it LOOKS like it should work :(

misty musk
raven orbit
misty musk
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its alr on aparently

gloomy flint
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im getting to my wits end bc i cant see any constraints actively that would point to it being broken

raven orbit
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oh remove the source transform

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wait no

misty musk
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where?

raven orbit
raven orbit
gloomy flint
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i was gonna say

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all the other props use similar source transform and they work

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just, this one is fighting me for some reason

raven orbit
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sorry i've barely used constraints, hopefully someone that knows about them better sees this soon 🙃

gloomy flint
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its alr

rigid cave
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No, unfortunately not. But I have a feeling that it might be either because of my antivirus (which doesn’t make sense since I’ve never had problems with it) or because of the new Wi-Fi I got. With my mom's Wi-Fi and the temporary mobile data Wi-Fi I used in my own flat, it worked perfectly fine. I last updated my avatar on October 13th and didn’t do anything with it until November 17th. On November 1st, I got my own Wi-Fi router, and I guess since then it won’t let me upload my avatars. It might be because of the new Wi-Fi 6. I still have to figure it out but since it takes up a lot of time and nerves, I need to find the motivation to do so.. 💀

misty musk
vast gulch
gloomy flint
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I tried to change the source transform and while the model itself will move to where that bone is when T-posed, it still isnt locked to the actual bone?

rigid cave
vast gulch
rigid cave
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i thought so too.. after googling i found a lot of people had this exact problem because of their wifi and antivirus/firewall

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which doesn't even make sense

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i thought maybe vrchat has some problems but my friends who live close to me and uploaded their avatars at the same time didn't have any problems

gloomy flint
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I figured out my issue! I just had to move around some physbone components :)

tired idol
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Does anyone know why the underwear messes up when i test in play mode?

ornate stump
junior void
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How is it added?

royal hazel
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did you get this fixed

tired idol
junior void
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Thats not what he asked

ornate stump
tired idol
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im not sure what you mean then

ornate stump
tired idol
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all i did was hit "enter play mode" in gesture manager, i dont know how to actually move bones in unity

ornate stump
tired idol
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i added it to the model in blender and everything was working fine in there

ornate stump
tired idol
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yes and in blender it looked fine

ornate stump
tired idol
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yeah give me a sec

tired idol
ornate stump
tired idol
ornate stump
tired idol
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is there a way to stop that from happening

ornate stump
tired idol
junior void
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You want to copy the weights from the body, dont just guess

ornate stump
junior void
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Theres an addon for this called robust weight transfer that will give you a solid start

tired idol
balmy barn
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select mesh you want to have weights , then eyedrop from body

tired idol
balmy barn
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delete old vertex groups if it still has them (mesh you want to have new ones)

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its not 100% some things wont behave

tired idol
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Thank you to everyone that helped me through this

mighty cove
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Hi! I have a problem adding clothes to an avatar. Some parts (QVK06,Top,Armature) have this error:
Managed to deal with the last two by adding VRC Phys Bone but can't deal with the first one.

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The avatar in game looks like this

ornate stump
mighty cove
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In VRC creator companion?

ornate stump
tired idol
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Sorry guys but ive run into another problem after replacing my FBX with the fixed one, now it says this

junior void
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I usually set to generic and back, that does it

tired idol
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thank you guys that was the problem😅

mighty cove
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Any idea what should i set here? I have no clue

ornate stump
mighty cove
ornate stump
mighty cove
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Let me see.

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Don't think so?

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there are like little strings of the arms

ornate stump
mighty cove
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Could avatar animation be the issue? i don't see any cloth animations (or i'm blind)

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OKAY i think i got it. The avi has toggles for base clothes that i deleted but not from the toggle wheel. Turning them off bringed the arms back

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Thank you for help vrcLove

elder ginkgo
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I got a question does anyone know why when I made the avatar quest compatible for quest users the clothes appear to be cycling through but on pc it's fine?

somber sequoia
elder ginkgo
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one sec thats the same picture

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oops

somber sequoia
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you don't need to share a pic if they're actually identical 🙂

mental estuary
somber sequoia
mental estuary
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That's why I'm letting you know :D

somber sequoia
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thanks!

elder ginkgo
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ohh intresting

mental estuary
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It sorts and pads the parameters that are missing, so you can still remove the components you don't want

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It just needs a single VRCFury component on the avatar, and the desktop version has to be uploaded first

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Works in the same project or between different projects. Just has to have the same blueprint ID

somber sequoia
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very nice, that's a good way to do it

sleek ocean
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how could i change the avatar hair color that i bought

inland seal
inland seal
sleek ocean
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yeah idk what software

inland seal
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Unity

sleek ocean
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i have unity

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but i cant change the colors in there

mental estuary
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The warning explains it

inland seal
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the whole model will dissapear

mental estuary
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... What? No. Drag the clothing's hips into the link from box. Move nothing

inland seal
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?

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wha

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So I move nothing?

mental estuary
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Don't move anything in the hierarchy. Your shorts should be a child of your avatar. Presumably the shorts has the armature link on it, so you drag the shorts' hips into the link from box

inland seal
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oh

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So I just drag my model in the Armature/Model?

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And delete armature link?

mental estuary
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That's nothing like what I just said

inland seal
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😭

mental estuary
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RegulusShorts should be a child of your avatar's root (the main object)

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RegulusShorts should have the armature link component on it

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Drag the hips of RegulusShorts into the link from box of said armature link component

inland seal
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So I drag Hips in armature link?

mental estuary
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Yes

inland seal
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They dissapeared

mental estuary
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That's not possible. You're just referencing the hips in the component

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You must be doing something else

inland seal
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I did what you told me

mental estuary
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And those are the shorts' hips, not your avatar's hips?

inland seal
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Its shorts

mental estuary
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Try setting keep bone offsets to yes in the advanced options

inland seal
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ok

mental estuary
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I don't know what I'm looking at. You're probably better off going to VRCFury's server if you need more help

inland seal
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Its like plain model

mental estuary
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I'm confused at what you're even saying now. Are these not shorts you've bought?

mental estuary
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Are you not armature linking to the Regulus?

inland seal
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I do 😭

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All other models work fine

mental estuary
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Is your avatar descriptor in the wrong place?

inland seal
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no

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Thats the only model that doesnt work

mental estuary
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Then I suggest going to VRCFury's server and explaining your problem. It's more likely that you're either not understanding where the problem lies, or detection of that model's hips

inland seal
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ok

lime eagle
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so my account is on an email that i struggle to access so i merged it with my main email (who didnt have an account previosuly) so i could upload an avatar and like, [images]???

inland seal
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It was because my bones were named wrong

mental estuary
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Yeah I saw. I'm in the server

inland seal
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Oops ;D

junior void
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Make sure your elbows are bent back a slight bit so the ik knows in which direction they belong

cobalt geyser
feral drift
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i have non-humanoid avatar (rigid) that was uploaded in 2021 ( updated 2022 )
it has toggles and animations
but now animations no longer works, the toggles still works
my friends told me to try to re-upload it, which i did, but it still doesn't work
anybody know what could be the cause of this?

timber wharf
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@lime eagle thats world stuff, what is it doing in avatar project

lime eagle
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trying to upload a model from a site

somber sequoia
lime eagle
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oh wait a figured it ou

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where do i find such a log

dusk pulsar
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Nails disappear. Any way on how to fix this issue, so the bounds are separate instead?
Fixed: just made boundaries identical to the suit

lime eagle
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i have no idea what to do here

junior void
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look at the top most errors, not last ones

lime eagle
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yeah thats all the errors

grizzled crow
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how do I install an animation pack for my avatar??

lime eagle
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what in the hell does this even mean

junior void
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Its a symptom of a symptom of a symptom

lime eagle
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i think i might have fixed it just need to wait

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and this is new too

simple inlet
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anyone know what could cause the avatar descriptor to disconnect from the avatar? all my menus are there when I enter play mode with avatar emulator but the avatar is in T pose and none of the toggles actually effect the avatar even though the menus are functional. It's like the avatar generated by the FBX configurator stops working

junior void
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Check the rig import settings window and console

simple inlet
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It's not generating any errors if that's what you mean

junior void
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Anything odd or new.

simple inlet
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Not from what I can tell :<

junior void
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If the avatar is stuck in tpose, its not playing humanoid animations

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The only reasons i know why it wouldnt is: the rig is wrong, the rig isnt set humanoid, the rig screen shows bone length errors

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Or youre using play mode without gesture manager

simple inlet
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Not sure if it helps but everything runs fine until I make adjustments in muscles and settings, then once I've applied the changes and I run avatar emulator it gets stuck in T pose

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Like the rig is totally fine until I make any adjustments to it

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Then I have to completely re-import everything to fix it

simple inlet
vapid flame
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vrc updated and now my avatars facial gestures are bugging out even when im not making gestures; anyone else having this issue everything was fine before

grizzled lichen
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how do you actually make the particle trigger when you do something, like, for the dust particles it just hides when its not being used, but for that if i were to do that with this, when you aren't shooting fireballs they'll all disappear

grizzled lichen
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nevermind i found a way to do that

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i can add a trigger that deletes it when touched so i just put that over the hand and hide/unhide it when shooting fireballs

heavy zephyr
grizzled lichen
heavy zephyr
grizzled lichen
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that seems to make them all disappear too

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wait nveermind

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that works

candid osprey
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Hello, need me some help. I got a particle emitter, I want to act as an explosion. Currently, my issue is the emitter has the particles scatter not all in unison. My goal, is to have them explode in random directions, but all explode outwards at the same initial time.

heavy zephyr
candid osprey
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Uh, sure. Give me a bit.

candid osprey
candid osprey
heavy zephyr
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Can't preview that file format

candid osprey
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One second.

candid osprey
arctic ginkgo
heavy zephyr
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Half of the recording is black

arctic ginkgo
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instead of rate over time

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set rate over time to 0

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now add a burst and set count to 100

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@candid osprey

candid osprey
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That did it, thank you.

candid osprey
arctic ginkgo
# candid osprey And to set it to be a one time explosion with the particle emitter as a toggle, ...

you have to toggle the whole particle system. Be aware that this will kill all particles from the particle system once disabled. You will need to only disable after a certain amount of time. If you want to be able to repeat this explosion multiple times without letting it finish first, you will need to use a "particle buffer" system. Bascially you set up this particle system as a sub-emitter of another, invisible particle system, that spawns one particle with a single burst, then on it's birth emits the sub-emitter system. After this you will make the sub-emitter no longer a child of the invisible particle system, and now whenever you disable, then enable the invisible particle system, it spawns the explosion

glad forum
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i just uploaded a very heavy avatar and thats what i get does anyone know what to do?

left gull
short ferry
raven orbit
short ferry
raven orbit
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any duplicates of those wings overlapping it?

short ferry
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nope

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and when I move them in edit mode, it messes up the uv mapping

kind topaz
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Can someone teach me how to make a small avi

humble flame
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Must fix the issues but theyre not listed??

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Can someone please help me

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This has never happened to me before

arctic ginkgo
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one of these transitions is going off despite the fact that neither of their conditions are true..?

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one is PropR > 3, the other is PropR < 3, and currently PropR = 3

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so neither should be true..

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these are the only transitions to this state

lime eagle
hasty grail
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Whats the best height to have avatars at? currently we do our proper height, but i noticed the world sdk is 1.9m

lime eagle
#

where does one find such logs

sly lodge
lime eagle
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the console is not helpful

sly lodge
lime eagle
#

lemme do it again

solid terrace
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I having trouble adding Imeris with long hair can anyone who also has imeris tell what to do?

sick field
#

Hello
Can anyone help me to upload my avatar
And no commission I don't have money to pay

quick cedar
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my avatar wont upload it just finishes then throws me these errors and then just doesnt upload

sterile veldt
#

anyone know a general outline for getting new user to upload avatars?

somber meadow
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raw playtime doesn't effect score that much

raven orbit
#

i completely misread the question my bad 😅

raven phoenix
amber gull
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hello can someone please tell me how can i fully transfer and export an avatar i made on unity to blender with all the animations and assets transferred to blender please?

twin raft
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in unity its just a collection of assets

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you can redo the edits in blender and have them setup that way by default

amber gull
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oh thank you

rocky moon
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What does this mean?

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I have a Neck bone

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Nvm found it

frigid void
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If I want to add multiple hair choices to my avatar, do I want to add All the bones to my armature, leave them separate, or only add the mesh?

left gull
rocky moon
#

How do I accurately scale a model to be a specific height in CM?

ornate stump
rocky moon
#

Ok, thank you.

bold peak
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okay so I'm trying to upload an avatar using the creator companion and i installed all the unity hub stuff needed but when I click open project in the cc it just opens up the hub and not the unity editor

somber meadow
bold peak
somber meadow
#

Simplest fix would be to use ALCOM as a better alternative to VCC, I've seen the same issue occur yesterday with someone and that was the easiest fix.

bold peak
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okay thank you

somber meadow
half stirrup
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i just uploaded my bfs avi for quest, i go back into the pc version on vcc and everything is just?? gone???????? did i mess up and now i have to restart orrr??? :/

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all the assets are still in the folders as well as the custom textures i did for them so idfk 😭

somber meadow
#

put t:scene in your project tab search to find it again

half stirrup
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on my other avi i did the same steps and was completely fine, i have no idea what i did wrong here

half stirrup
#

do i maybe need to delete the quest version copy i have in vcc ??? is it because i saved the copy project? 😭

humble flame
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Can someone plpease tell me what this means

blazing girder
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I'm having this issue where my head bobs backwards whenever I walk forwards or sideways, but not backwards, and only in VR (looks fine on desktop), any ideas why?

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I have an alternate version of this avatar with the exact same rigging that doesn't have this issue, so I'm not sure why this one would be any different

left gull
#

is there phybones on the head bone?

half ice
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can any one please tell me what dose thet nummbers mean in fx layer

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pramareters*

twin raft
#

might be being used as bools

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0 = false 1 = true

blazing girder
twin raft
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if its higher than 1 its an int

blazing girder
#

The headbobbing is in sync with the walking animation, but is not part of the walking animation since it uses the VRC default

sleek folio
#

Can anyone suggest a solution to this viseme problem: My viseme blend-shapes look great in blender, but are super over exaggerated when tested in VRChat.

junior void
#

Did you limit the max value in blender (will be removed in unity, so would explain why the value goes over what you like)

sleek folio
junior void
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1 is fine

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At this point its best if you show us what the difference is

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Preferably also don't crop your images so we can see side settings without needing to ask for them specifically

sleek folio
#

hold on, I think I found the issue...

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maybe not

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I have it open in blender, and for a split second, I saw the over-exaggerated thing, but i cant replicate it

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Screenshots in order: No viseme active - TH active - several active

It looks like the issue I'm occuring in game is that several visemes are active at once

half ice
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anyone know whay i cant sculpt my clothing ...

sleek folio
#

@junior void also, here's how i have it set up in unity

ornate stump
# half ice

You are trying to sculpt on an inactive shapekey.

half ice
junior void
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The single visemes look fine, it looks more like multiple trigger at the same time

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Lets have a look at the eye look settings in unity

grave current
#

viewpoint inbetween eyes but ingame its in her forehead?

sleek folio
#

eyes seem to work well in vr, as does blinking.

junior void
#

I hope you know that visemes will overlap a little naturally because of how speech is blended. Did you try debugging this to see what exactly triggers when? Personally id use gesture manager (has viseme radial) and look at those, (but they are one at a time so not very helpful for mixing preview) but if that looks okay, use the debug panel ingame to see which visemes actually trigger together that make faces you find are not fitting

#

I think it might be the ch shape that you feel is bad when blended with other visemes, it is used quite often

#

If thats the case, you might want to experiment with lower values (in blender make new shape from mix and replace the shape in the viseme section in unity)

sleek folio
grave current
#

any explanations for why an avatars viewpoint would be higher than the ball?

junior void
sleek folio
junior void
# sleek folio

No idea, it looks like only half of this face is the u shape. But if you dont like how this looks, try making new shape keys at only 80% strength of the originals

#

Maybe all your shapes move the corner of the mouth outwards a bit, and stacked it just does look weird

#

Here, in case you wanna debug this more, this is the viseme list so you know whats what

sturdy grotto
#

how do i prevent to have that light blurring effect on polygons you can see infront of some backgrounds in worlds when u use dissolve on parts of your avatar like hair and clothes

#

like they can not be seen but have a visible blure effect on the world where they would normaly be seen. hard to explain

timber wharf
#

after playing out dissolve effect you absolutely must disable renderer, dont just apply effect

sturdy grotto
#

like everything inside this outline would be appear transparent but blurs everything behind it in some worlds slightly

#

some people dont like that and i would like to prevent that happening

timber wharf
#

it messes with transparent queue of windows etc

#

as i said if you just dissolve it via shader and leave it as is, its bad

#

you should dissolve and then disable whole object

viscid snow
#

Yo, trying to add a leash to my avi, but for some reason it wont stop swaying like this. Any ideas?

sturdy grotto
timber wharf
#

uh, off - dissolve+last frame toggle object off. on - toggle on+undissolve

#

two states, two animations

sturdy grotto
#

yeah i go with a complete all off base animation now and a selected on which toggles one thing on and all others off. this should work

#

thanks :)

sleek folio
#

@junior void Changing from the default viseme handler to vrcfury's advanced visemes has become my solution. it tis fixed

blazing girder
hidden loom
#

how do i set up a physbone to return to its original position after it was pulled away (not posed)

hidden loom
#

to above which value would u recommend? i had it on 0.2. i want it to return fully back to its original position

ornate stump
hidden loom
#

it only returns kind of half way or offf its original rotation, i will try 0.66 next

#

i wish i could grab bones in unity playtest mode...

ornate stump
hidden loom
#

how?

ornate stump
hidden loom
#

btw i have the immobile on 1 so the physbone only moves when grabbed is that wrong for this setup? i want the bone to be able to be grabbed and otherwise not move besides returning to original pose

hidden loom
#

ty for the help i will experiment for now and come back if there are issues

#

this is its setuo

ornate stump
hidden loom
#

pull to 0.66 did it but its very jittery now

#

ty

#

it helped ty veryy much, i think i also need to disable momentum though as its to jittery in resting pose

#

it works now!

drifting bolt
#

so i bought clothing for my avi model, but it doesnt seem to fit, specially the booba.is there any way to make this fit?

broken bone
broken bone
drifting bolt
#

shrink the leg feet of the body or clothing

viscid snow
broken bone
broken bone
drifting bolt
left gull
#

in blender with the sculpt tool though id check if that asset came with a how-to video for setup

#

it'd be a .txt or .mp4 usually

broken bone
#

If the clothing is made for that avatar, you shouldn't need to use blender for it. In the case of leggings/high boots, shrinking the legs slightly (or sometimes entirely) is normal to avoid clipping

drifting bolt
#

ahhh so what people do is make specific body modifyers for different clothing parts?

broken bone
#

Exactly. Most avatars have shapes to shrink the arms, legs, feet, etc. all separately so that you can hide them and prevent clipping through the clothing 🙂

drifting bolt
#

if im honest

#

i have no idea how to do any of this im just learning

#

but ill try

left gull
#

dont think you'd use the shrink shapekeys in this case you'd want a breast increase and heeled foot option vrcBotThink

#

shrink would make it look odd when moving the feet at the very least

broken bone
drifting bolt
#

also the booba are generally lacking physics

#

i cant touch them myself in game xd

#

is there any way to fix that

left gull
#

to make them move you'd add the phybone component, mess around with the settings in playmode to get the movement just right though or it can get wonky

drifting bolt
#

play mode is buggy af for me

ornate stump
drifting bolt
#

theres movement but its subtle

#

there indeed is a physbone but its having issues xd

ornate stump
drifting bolt
#

where can i access the physbone menu

ornate stump
drifting bolt
ornate stump
ornate stump
viscid snow
drifting bolt
ornate stump
broken bone
#

Click play and then go back to the scene tab and it will still be in play mode, and as Renfrew said you can just start moving the root node of your avatar around

half ice
#

can i somehow copy all physbones to other avatar ? had to do a new one after i changed fbx in blender

broken bone
#

The only thing the game tab is really useful for is testing if your physbones are grabbable

ornate stump
half ice
ornate stump
mighty cove
#

Changed avatar's makeup and one expression looks like this. How can i fix this?

half ice
ornate stump
broken bone
gloomy wren
#

Hello, Does anyone know why the Outline from the shaders get's completly weird when i'm shrinking my Avatar body ?

mighty cove
broken bone
left gull
amber gull
#

does anyone knows whats the best tools to sculpt and edit a head for beginners in blender?

ornate stump
amber gull
#

the brushes on the left

left gull
#

i mean almost all of the tools are required

ornate stump
amber gull
#

is there a video tutorial maybe that can teach me thr basics to edit the head? 🥲

#

im so new and i want to start

left gull
#

you should look into non-vrchat specific blender mesh editing videos

hidden loom
#

Is there a way I can play lets say 5 different short sound files randomly on my avatar in a loop?

ornate stump
spark walrus
#

how to not show my own avatar to me>?
i dont want to see my own avi, but other should

viscid snow
ornate stump
viscid snow
amber gull
ornate stump
mighty cove
ornate stump
spark walrus
#

how do i make animation not go to exit?

ornate stump
spark walrus
#

how?

ornate stump
spark walrus
#

ty

#

ok this isLocal variable doesnt work

#

i kjnew it

ornate stump
spark walrus
#

it only checks if sth is local but still seems to have an effect globally

#

that doesnt mat ter

hidden loom
#

Can I create an animation state that is always active? Like for example, if I enable an audio source component the animation state immediately engages in mixing it and doesn't play anything while the audio source is off?

spark walrus
#

IsLocal only seem to check if it is loocally true or false, it doesnts restrict action being taken globally

#

that is my point

ornate stump
spark walrus
#

but the animation is being applied ghloobally

#

globaly

ornate stump
# spark walrus globaly

Last time I see your parameter name you spelt isLocal instead of IsLocal. Have you fixed that?

spark walrus
#

I did

#

now when I press play, it doesnt render

#

which probably nmeans for other neither

timber wharf
#

@hidden loom state drivers only work when transitioning to. audio only plays from the beginning. to play audio it should be active. if you need an ability to mute audio clip, just mute ie volume zero.

ornate stump
spark walrus
#

okay will see

#

i test it now in game

hidden loom
# timber wharf <@164071674109624320> state drivers only work when transitioning to. audio only ...

I'm sorry I will try to explain it more clearly, thanks for engaging about this with me:

I have an audio source on an object. This object gets triggered on by a seperate trigger. This audio source is set to "play on awake" and loop. Now if I create this as default state isn't it always going to interact with the audio source i specify as soon as the game object the audio source is on is triggered to be enabled?

ornate stump
spark walrus
#

damn

#

ioty's a silly way anyway

#

best is to do it without any animations

ornate stump
timber wharf
#

@hidden loom it would do it once per avatar load as soon as it transitions from entry. my guess it would do it (select clip) even on disabled source. i fail to see why you cant just place same state behaviour on "on" toggle.

spark walrus
#

there is no transition from entry to defaul anim

timber wharf
#

if you need to randomise it every time

spark walrus
#

so no condition

ornate stump
hidden loom
#

Alright, guess I have to make this toggle manually then. Thank you for the explanation!

spark walrus
#

at default mesh rendering is on

hidden loom
#

I used vrcfury toggles because it's faster for the amount of stuff I have toggles for. For this one I will do it manually

ornate stump
spark walrus
#

but if I delete animator i get error messages

ornate stump
spark walrus
#

used to get.

#

isnt fx for face expressions>?

ornate stump
spark walrus
#

it is invisible to all now

ornate stump
spark walrus
#

ok

#

the animation

#

switches it off for everyone

#

somehow

#

poeple dont see my avi

#

they see fall back avatar

ornate stump
spark walrus
#

im uploading to quest now

ornate stump
somber sequoia
#

wow that's quite a bounding box

spark walrus
#

40x40 meters?

somber sequoia
#

that's huge

inland seal
#

Is there a way to make so the sound will be perfect if you're playing it and fade the more far you are.

#

Cuz no matter how much I try to position my sound in head

#

It still plays, behind me or left or other side

#

But not perfectly

ornate stump
barren tundra
#

Any decent way to add a bone without going into unity? This avie has a non-standard lower body and gets weird in FBT. I think if I split the upper and lower body I can make it not get weird.

somber sequoia
#

you can't add a bone that deforms mesh in Unity, need Blender or similar for that

half stirrup
#

feeling a lil dumb and blind, how do i go about getting to my avatars fx layer? where can i find it in unity?

ornate stump
ornate stump
quartz talon
#

yo i need someone experienced to help me with my avi if there is anyone

ornate stump
quartz talon
#

im having a problem with these stuff i got told im supposed to find and delete these missing scripts but i can seem to make it work

half stirrup
worldly whale
#

how can i use a cube map on quest shaders?

ornate stump
quartz talon
ornate stump
quartz talon
#

what is that

ornate stump
quartz talon
#

could u send a pic of where is supposed to type it i aint that smart

half stirrup
ornate stump
#

Hierarchy panel usually locate at the left side. You don't have to be that smart you just have to read the panel name.

#

It's literally written "Hierarchy"

quartz talon
#

aighjt yeah i found it

#

so now i type left wrist but there is so many optinos

half stirrup
#

im meant to drag and drop in here riiiggghtt or am i silly

ornate stump
quartz talon
#

found it

#

ima try to look if it worked

half stirrup
ornate stump
somber sequoia
somber sequoia
#

no, that's the animator component on your avatar

#

oh - misread, nevermind

ornate stump
half stirrup
#

im not seeing anything 😭

ornate stump
half stirrup
somber sequoia
#

there is a VRCFT discord, if you don't find help here

ornate stump
#

Note the different "Animator" and "Animation"

half stirrup
#

alright i figured out how to open the animation panel LOL

half stirrup
ornate stump
half stirrup
ornate stump
half stirrup
#

huh, it didnt change the outfits animation to go down with the chest :v

#

maybe i have to dupe the outfit?? idk

#

no animation thing for the outfit okay 😭

ornate stump
half stirrup
ornate stump
half stirrup
#

the shark top thing i put on doesnt change when i make the boobs smaller

somber sequoia
half stirrup
#

the only blendshape i see is for like, the part that covers the nippes, not the side bits

somber sequoia
#

you may need to model it then

half stirrup
#

guessing thats a blender thing

#

i have no idea how blender works so, yay

somber sequoia
#

yep, blender can be used here

half stirrup
#

damn, guess im not having any other outfits on my avi then 💀

lime eagle
balmy dove
#

when i try to upload my avatar it pops that 2 errors someone know how to fix?

hidden loom
#

My chatbox is far above my avatars head, at least one more avatar lenght. My Viepoint is on 1.18 on the Y axis so that's probably not the casue. I adjusted all the bounding boxes I could find of my skinned meshes to at most be slightly above my avatars head. What else could cause this?

split apex
#

My creator companion is broken

#

Im stuck infinitly on here

#

I've restarted my pc, reinstalled, checked for updates nothing works

hidden loom
#

check if you have enough space on your drive

split apex
#

Yup over 200gb

#

Had no issues before until today

static cipher
#

Does anyone know how to modify a model's blendshapes using Blender to made an arm disappear?

timber wharf
#

you better off with scale constraint now, when its available for quest

#

just add constraint to upper arm bone and animate source scale 0-1

static cipher
#

How would I add a (Unity) scale constraint to a bone?

#

(And can it be changed via animations?)

timber wharf
#

its VRC scsle constraint

#

just add it as any component, add source, activate. then animate source

#

it can be changed but in your case not much point in doing so, for scale its easier to scale source

#

source is just empty object

static cipher
#

Alr, thanks for the help!

static cipher
#

ohhhhh nvm i get it

#

halleluyah it works

west kestrel
#

Trying to fix up the fingers, but i dont know why the armature is folding the index in that way? the bone roll is reset and everything

shadow mirage
#

i changed my eye texture but it still shows the old pupil from the old eye with the new eye. anyone know how to remove the old pupil( black pupil)?

raven orbit
#

kinda sus ngl

junior void
#

Very fishy, dont react to that

crisp bison
#

Lol silly question, is there a way to check the view of headchop in unity?

#

Just dont wanna have to upload to test it

left gull
#

scram scammer! vrcDislike

somber meadow
#

probably the worst effort scam I've seen

#

account is just called "VRChat" and not even a pfp

left gull
#

they've been less and less effort lately

#

its good for people who dont know but jeezums

somber meadow
#

at least grab your t-posing avatar picture off google images

#

honestly please send them, I need to see how much effort you gave into those

left gull
#

erm no you dont ☝️ 🤓

somber meadow
#

if it's just collages of pictures off google, or even worse AI generated slop

left gull
#

didnt even put in effort

#

smh

raven orbit
#

why is it phrased like an AI prompt 💀

verbal trellis
raven orbit
#

LMAOAO

verbal trellis
#

nothing happened in here

left gull
#

really bot-ify's their stuff lmao

raven orbit
carmine robin
#

i need help i feel really dumb because i can't figure out what went wrong. I added a new clothing to a model and after parenting it to the model how you would normally in blender, i export the FBX and then in unity its not showing up. I don't get why it won't appear in unity. its acting as if its not even part of the model

somber sequoia
#

Does it not have an Armature modifier, or has one but not set to the right armature? I did this one yesterday.

stiff kiln
#

Hello, I need help with Audiolink stuff:

For context:
I wanna make an avatar thats basically a small drone on wheels. That drone will have multiple abilities, and one of those functions are openable air intakes and wing flaps. They could either on pivots or sliding rails.

The question:
I would like to make it so that with a toggle, I can make the flaps and air intakes move up and down based on the music. Is there any possible way to do that?

somber sequoia
#

Audiolink works in the shader, so any geometry changes would only happen there. Possible? Yes, but you might have to do something custom

stiff kiln
#

Ouch..
Thats.. pretty far outside of my knowledge of Blender and Unity.. -w-"

#

So I guess I should throw away the idea?

somber sequoia
#

I can't answer that for you

stiff kiln
#

True..

#

Ngl, now im curious to know why the creator of Audiolink didn't add any way to use parameters or blendshapes to animate 3D models with it. 🤔

somber sequoia
#

because you can't do that from within a shader

#

... well you can pass parameters into a shader, but not back out.

rough basin
#

can someone help me with this glasses? it showed like this, the eyes should show up but its like this

#

it should show up like this

somber sequoia
stiff kiln
somber sequoia
somber sequoia
#

the audio data? that comes from a texture which the shader samples.

rough basin
#

how can i fix it?

#

i already do this but didnt work it

somber sequoia
# rough basin how can i fix it?

make the lens material do transparency there. Possibly paint the alpha channel of your texture to be transparent, possibly that's done and you ... oh you did that, good. make sure the rendering mode is set to cutout or transparency or similar

rough basin
stiff kiln
somber sequoia
stiff kiln
#

Oooh I get it now! ^^"

somber sequoia
#

your shader can't get audio data, it can only get texture data 🙂

#

Yeah - once you get this part it's all very clear

stiff kiln
#

I guess that explains why the creator couldn't use audio data to turn it into something other than a texture. 🤔

somber sequoia
#

well you can move mesh... except it doesn't actually move mesh, it just moves where the pixels are rendered which looks like moving mesh.

#

There's an audolink demo world that's got some objects that do this, if you want to see what it looks like. I use it for testing.

rough basin
#

i still didnt find it

stiff kiln
# somber sequoia well you *can* move mesh... except it doesn't actually move mesh, it just moves ...

Yeah I get that.
Im was just saying that when the creator of Audiolink created that assets, they didn't make it so that the audio data (from an audio source) could be turned into usable parameters to animate other stuff. They directly convert it into a texture. And I guess the reason they did that was because it was impossible to make it work outside of using a texture.

I know, im very confusing. My apologies ;w;

somber sequoia
#

Yeah there's no real way to do that otherwise at the moment.

stiff kiln
#

I see.

#

Sad :(

somber sequoia
#

and yet, you can still achieve this

pastel night
#

how would i trigger a audio source sound to play using a vrcfury toggle? would just enabling and disabling the object the audio source is on trigger it to play

somber sequoia
#

I'd use VRC Animator Play Audio on an animation state. But yeah you can do that by toggling the audio source game object

hot magnet
somber sequoia
#

That's the one that I had in mind, yep

hot magnet
#

if you use local rotation you'll have to make each little flap its own mesh renderer which will eat up some of your perf rank. they can be static though

#

and they'll get batched

#

the batching might fuck up the vertex displacement 🤔 you'll have to play with it

#

maybe gpu instancing instead

rough basin
#

i already do all the transparancy thing but it didnt change

raven orbit
somber sequoia
#

How would you analyze the audio data though?

#

I suppose an external program could do all that too if you route the audio properly

hot magnet
#

yeah if you're stubborn enough you can run AL locally

grizzled crow
#

how do I add a subtle breathing animation to my avatar?

somber sequoia
#

usually one makes a blendshape for the "full breath" shape

grizzled crow
#

ok. do I put the blendshape into the animation?

somber sequoia
#

Yes, the animation would activate the blendshape, probably slowly. And return to the default state too - basically a breath in and out.

#

(this is just one way to do it)

prisma sedge
# rough basin

Do the glasses have 2 different materials? One for the frame and then another one for the glass?
If not then make sure that this material is actually assigned to the glasses and make sure that the alpha is set to something other than 100

stiff kiln
rough basin
midnight meteor
#

Can i please have some physbone help?

lusty wharf
#

Hello, I am having a problem with Creator companion if anyone has an idea to help me out.
When I go to build the avatar out it just sits at building forever. I already reinstalled the VRC Creator Companion and Unity, deleted the folder and everything just to make sure. Still stays at the "building" stage. I can post a picture of it.

raven orbit
# somber sequoia How would you analyze the audio data though?

i might have just figured something out using blender. i've been using nodeOSC for for some osc stuff like facetracking, so i started searching around for a plugin that would do realtime audio analysis, and came across AudVis. I got it working using voicemeter for the audio routing and it would be possible to send that driven value through nodeOSC

somber sequoia
#

oh very nice

#

I know nothing about Windows audio so wouldn't have known where to start

raven orbit
#

im gonna do some more testing and see if i can make a tutorial 🫡

somber sequoia
#

very cool

lime eagle
knotty bough
#

does anyone have any advice for nonhumanoid avatars?

#

i asume the answer is soemthing aloing the lines of needing to make a custom animation set but i'm effectively brand new to avatar making and don't know how to do that

thick siren
#

any reason why my thighs are upside down when the rest of my bones are perfectly fine?!?!

lusty wharf
#

no one has any idea why VRC Creator gets stuck on build? or even Create?

thick siren
echo quiver
#

i was told my avi for quest players had issues with the clothing

#

it was stuck in a tpose and not following the body

opal agate
#

I am trying to regenerate the impostors for my avatar but it keeps making the same model that uses the old model from before I updated my avatar

#

I expected the delete impostors button to actually delete the impostors but I guess not

#

Is this just a waiting thing, do I need to delete the impostors, wait a day or something, then come back and generate them again

civic cliff
#

Failed to build VRCFury component: ArmatureLinkService.Apply on Avatar Root

Failed to build ArmatureLink from Armature

Link From is part of the avatar's armature. The object dragged into Armature Link should not be a bone from the avatar's armature. If you are linking clothes, be sure to drag in the main bone from the clothes' armature instead!

#

what does this mean im new to unity and losing sanity

#

literally all im trying to do is attatch a silly little sword to an avatar for practice with unity stuff

somber meadow
#

screenshot your armature link component

#

the error is saying you're trying to armature link a humanoid bone

civic cliff
#

should i just use a dfferent prop?

somber meadow
#

can you show your hierarchy

civic cliff
#

im not married to using this one in particular im just using it cuz its something simple to pop on there

#

hold on

#

i followed a youtube tutorial so dont blame me for EVERY dumb mistake

somber meadow
#

it's already on your wrist, you don't need an armature link

echo quiver
#

can i get help too?

civic cliff
#

yeah but ive tried just not using the armature link it gives the same error

civic cliff
echo quiver
#

I'm bad at unity too

#

I NEED help

civic cliff
#

ohhhh

#

i read that wrong

#

my bad

echo quiver
#

so my avi's clothes are said to be broken on quest and now my avatar has "complier errors"

#

idk where all this started

#

...and everyone's gone

civic cliff
#

im waiting on the other guy

#

i cant help idk what the hell im doing either

#

im gonna try just restarting my project clearly i touched something i shouldnt have somewhere along the way cuz it gives me the same error if i just remove the prop completely

somber meadow
#

you most likely have a armature link somewhere else

half ice
#

any ideas whay physbones not working after i copyed evrything to another FBX After i changed clothing

#

left is the new avatr

#

and whay there is a white boxes on left ...?

split crown
#

hello, im still having issues with avatars appearing in play-mode like this in unity, after only slightly making a change in blender, and exporting them with fbx all as the scaling, and no leaf bones. Applying transforms also does nothing

somber meadow
split crown
split cairn
#

Trying to find this material png but can't find it? What's going on here?

somber sequoia
split cairn
#

How would i go about layering this image into the layer beneath? i know there's a way to keep the detailing like how was done with the hair

somber sequoia
#

I do TShirt logos as decals in Poiyomi

#

your options for keeping fine detail are limited without UV remapping

#

usually "make texture bigger" 🙂

civic cliff
#

idfk what i did but whatever

#

got the avi uploaded

grizzled crow
#

huh... my avatar has a download size of 5mb and uncompressed of 53mb.. everything is in the green except the polycount, which is fixable as I set the body remesh too high..
And there is another avatar that is essentially the same, but a roo, and has multiple stuff yellow/red, has a higher download of 36mb, but has a 43mb uncompressed?

Little confused... is it normal for the download to be 1/10 the uncompressed?

#

im assuming theres many factors that contribute

high umbra
#

question thats probably something stupidly obvious im missing
i just tried to upload my first avatar and its like a pin light was uploaded with it?? it literally blows out my vision in game and you cant see anything
i cant find a light in the blender or unity scenes, i deleted them
i cant even post a picture because its just white

somber sequoia
azure widget
#

having an issue where the Validations say that the hands and feet aren't mapped, when they seem to be perfectly fine in the inspector! anyone know what's causing this?

somber sequoia
#

is that a second set of arms there?

split cairn
#

Trying to change the texture on the shirt but it seems the whole thing is connected to the body? is there any way to fix this? or would i be better off trying to turn it into a material for unity?

somber sequoia
#

if it's just one material for body + shirt then you edit the combined textures or change the whole thing

#

you can split it but that's slightly worse performance

azure widget
# somber sequoia is that a second set of arms there?

yes, but it's not the main pair. I just use rotation constraints to match them to the top ones. I dont think that has anything to do with the issue, since Ive had that part of the avi working for a while now >_<

somber sequoia
#

yep, just trying to understand what I see - you put the right ones into the slots, right? not the secondary ones? 🙂

azure widget
#

yep, judging by the armature in the scene it all looks fine

#

Im worried it might have something to do with when I was moving around the copied armature from a duplicate of the model? I was doing so because i needed to link a hoodie I had just modelled to the original one.

Maybe it's somehow confusing the copies' bones for the original? I don't know why it would though

somber sequoia
#

hmm two hips there and also pelvis bones, this is an interesting armature

azure widget
#

WAIT IM A FOOL, I realize what I was doing wrong omg-

somber sequoia
#

oh?

azure widget
#

sorry about all that, I think I just got my wires crossed

full acorn
full acorn
#

idk how, but i fixed it

rancid light
#

the forbidden 3rd person view

ornate stump
steady summit
#

I edited the white fluff so it fits the boots, but how can I get rid of the dark shadow?

somber sequoia
steady summit
grizzled crow
#

idk what happened

#

like.. it attempts to layer the breathing animation on top of the standard avatar animation, breaking it?

somber sequoia
#

well yeah, it's supposed to add it on

grizzled crow
#

how do I.. add it on without it breaking?

#

when I add the animation via unity, the pose editor doesnt see the avatar

somber sequoia
#

I have no idea what you've been doing, so no idea what "breaking" might mean here

grizzled crow
#

so, I added the animation with this button, uploaded it to vrchat, and ingame, it was just stuck in a T-pose

somber sequoia
#

watch tutorials about unity animation - you need to have your avatar selected before that window is going to work properly

worldly zealot
#

Hi, I'd like to know if there's a way to make avatar's viewpoint follow the head in emote animation like av2 used to do

vestal sand
#

Question, is it normal that when you upload an avatar, it shows that it has been uploaded on both platforms but when you check, it shows it's compatible with only PC ?

frigid void
#

what does this mean and how can I fix it? I just started a new project

somber sequoia
frigid void
vestal sand
#

import messages

inland seal
#

Maybe that's an easy issue, but what part should I animate my character, cuz I want him Spin

somber sequoia
#

See the little triangle to the left of that? Click it.

somber sequoia
frigid void
inland seal
somber sequoia
dark jay
#

anyone know how to do kick/punch collision like how some models when u punch or kick or does a particle effect and noise

inland seal
somber sequoia
inland seal
somber sequoia
somber sequoia
inland seal
#

I opened Animation and made new animation

dark jay
inland seal
dark jay
somber sequoia
somber sequoia
inland seal
#

Theres not hip param. in Animator

somber sequoia
#

Again, I don't have Unity open, I'm not 100% sure the name of it offhand. There are certainly tutorials on this

inland seal
marsh mica
#

Hello

I have a problem where the physbones work properly in Unity when I move the avatar around in both Play Mode and Gesture Manager. However, the some physbones does not work in VRChat when it's uploaded.. what could be the issue?

limpid sphinx
#

So I finally got my Avatar in the game, using CATS Blender plugin for importing/Exporting Vroids, and somehow the model always ends up with super blurry textures ingame

#

Has anyone else had this issue?

ornate stump
limpid sphinx
#

Sure, gimme a sec! It's... blurry to the point that details are lost, I painted on freckles for example and they are clearly visible in blender but not at all in unity/ingame

ornate stump
limpid sphinx
limpid sphinx
ornate stump
# limpid sphinx

even 2048 should have good enough detail for this. That's also likely mean your model had bad uv space utilization.

limpid sphinx
#

It does make a significant improvement when I switch to a higher res

ornate stump
limpid sphinx
#

How do I fix that?

#

I've only edited textures in VRoid so far, not in Blender

ornate stump
limpid sphinx
#

Okay, thank you!

vestal sand
#

i tried to reupload an avatar to fix an issue but it failed the upload and im trying to understand those errors

#

oh nvm, it just, out of nowhere, worked

gusty perch
#

whenever I try to update my avatar it constantly in an infinite loading loop

ornate stump
gusty perch
#

It was either stuck saying building avatar or looking for existing records

ornate stump
gusty perch
#

only this but I don't think that one matters

frail olive
#

Popping in here to also say im having the same issue with my SDK.

ornate stump
# gusty perch

Try get more information by enable API logging in sdk settings.

ornate stump
# gusty perch

Look like problem around unstable internet. Try changing the internet, for example, use mobile hotspot.

gusty perch
#

oooohhhh

#

well lemme restart my internet worked fine yesterday

ornate stump
#

It could just become unstable at any time.

gusty perch
ornate stump
gusty perch
#

mmr... imma detach the ID and see if that works it works if I publish it as a test

ornate stump
gusty perch
#

vrcRat so it's just a bad day maybe works tommorrow?

#

oh

#

Detatching the Id seems to make it work now

#

it is loading

ornate stump
gusty perch
#

yes

#

welp it was loading to 100% but once it was done it error popped up

ornate stump
gusty perch
ornate stump
# gusty perch

So if it randomly worked for some part then it's just unstable internet.

gusty perch
#

pufff welp I'll check tomorrow then

inland tree
#

is there away to move a game object without breaking animations that are connected to it i have empty game object that im using to sort everything on my avatar but when i do i cant toggle anything on my avatar in the animations it said component missing

ornate stump
somber sequoia
#

or hfcRed's animation repathing tool

south kraken
#

when is vrchat gonna fix the physbone constraint bug that theyve claimed to have fixed twice now

somber sequoia
#

hopefully soon

pearl rock
#

Does anyone know if there's a way to move the viewpoint ball in animation? To change eye height.

inner ingot
#

Hey all, does anyone know what could be causing this? It only happens in play mode and after being worked on in Blender. Thanks in advance!

sturdy kestrel
#

thought it'd be better to ask here

so I got a Sandslash model. It has a rig and allat already set up, but I dont know how to give it animations and such. any tips?

#

and yes it has bones as I managed to put Physbones on it's tail

#

I just gotta give it an animation set so it isnt just stuck in the same pose

reef cove
#

Hey, my friend has a strange bug. Placing some prefabs on the avatars head bone breaks it completely. Clicking any bone in the hiarchy will center it on the head, as if the prefab was the pivot point. If I disable the prefab on the head, the avatar goes back to normal. But we can't change the hair or give the avatar horns, for the hair or horns will become the new pivot point for every armature bone, such that the avatar can't be posed (or dressed with new clothing) anymore?

arctic ginkgo
pearl rock
balmy barn
#

its for static stuff not an animation that constantly move head

#

camera can but its extremely nauseating in vr and tend to be off center

pearl rock
#

Yeah trying to achieve two different head height switch between the two.

arctic ginkgo
#

gogo loco does that for when you change height with radial puppet

#

if you spam every frame it feels smooth too

#

but downside is it can only move up/down

arctic ginkgo
#

jsyk

#

it's so that you can snap your view to a pose like sit, lay down, crouch, etc

somber sequoia
somber meadow
#

The torso being bent in play mode I'm assuming

inner ingot
somber sequoia
#

k, thanks

somber meadow
#

Seems like a armature change happened in the FBX, go into the Unity rig configurator of the model's import settings, and click "Pose > Reset" then "Pose > Enforce T-Pose" in the inspector

inner ingot
#

No problem. Any ideas why that might happen? Goloco has already been removed just to rule that out.

inner ingot
pearl rock
somber meadow
#

anytime you make any changes to an avatar's rig in Blender you'll need to do that in Unity (after exporting from blender ofc)

#

it's a little tedious, but it's the only way of telling Unity to recognize the changes since the Unity rig mapping is still adjusted to the previous FBX

half ice
#

can anyone please tell me what can i do to minimize my avatar size ? its over 500 MB

inner ingot