#avatar-help
1 messages · Page 22 of 1
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.
seats are funky lately - you should have them enabled by default, then you can disable with an animation after about 3 frames. I'd be surprised if they turned on accidentally though, that might be an issue with your animator logic instead.
Regardless, the avatar's seats, when the avatar's not fully shown, are showing up as on to people who I don't know.
How do I fix this? They are set to be automatically off by default.
ok figured it out
I would like some explanation on why something that's off by default would ever not be off, regardless of if the avatar isn't fully shown.
ah that I can't explain from here
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.
what do you mean by "not fully shown"?
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.
Basically, when at least the model is visible, but not necessarily everything else, like custom shaders or particles.
ok so probably what you mean here is when animators are disabled
Likely, yeah.
And it is, when you fully show my avatar.
no that's not on by default
I've been saying that It's off by default.
if they require the animator to be on, then that's not on by default
what
I've been saying that It's off by default.
Thank you.
im confused still
yep.
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.
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
exactly what I said too
Ok, then how do I stop strangers from using my seats?
I want to still have seats, and have straners activate my headpats and such, just not my seats.
try animating it so by default its on and 100m in the sky or smth
But that'd mean that people who I let use it will be so far away, no?
no, then your on animation both toggles it on and brings it in place
Ok, but wouldn't it be more performant to just, I dunno, have it be off regardless of if the animator is off?
Fewer animations, is what I'm saying.
it is what it is. having it off in the scene would remove it for everyone.
I see.
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
you may have to double check what blender version you are using and what version your plugin/tutorial/whatever you're working with was intended for
previous versions here! https://download.blender.org/release/
i think i tried that but ill try again just in case i missed something (i probably did), thank you!
So, I took a look at the model in the Unity scene, and the seats are off in the scene. The toggles just toggle them on.
i tried the other versions of blender i have and it just crashes whenever i open the file. i did most of the work before the latest blender update which might be the issue? i saved over the old file already which mightve made things a tad worse. ill keep trying but if this information can help in some way let me know and my life is yours
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!
ill try this, thank you so much!!!!
omg i hate that the d key is right next to the s key it keeps making me accidently swear 😭
@sick snow is it vrcf or smth?
Nope.
Idk where to go for this but an avatar I made completely from scratch keeps having security checks fail no matter what I do
what is going on with that
What's the VRC Status site say on the error rates of the API? I ask in case the game's got some hiccups and is causin' isues.
It's been doing this to me, a lot
Otherwise, I'd check how much free space you have on the avatar project's drive.
Alright
I had it happen once, myself, and it ended up being low space for me, so it might be for you.
If it's not the API havin' an error fest or low storage space, I'm unfortunately out of Ideas.
I uploaded it in july, it failed a week or two ago
and now every reupload is also failing
So?
I'm just explaining my problem further for anyone else who might know what to do?
I had an avatar have issues like that for an update, too.
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.
Or all of the above, for that matter.
i had the security check failed problem too and had to keep reuploading until it worked, havent seen another solution so far
I am still bankin' on low storage space.
I'll see what I can do, but I appreciate knowing what could have caused it
No problem.
i have half a terabyte of available storage space and still had the issue lol
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.
It's not a foolproof thing, but hiccups in your internet and the VRC API are certainly not gonna help things either way.
yeah i think the solution to that problem is patience 😔
Yeah, and from experience, I can attest to not wanting to wait.
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.
I need help fixing this
Have you...
- Closed the project and opened it again
- Reloaded the SDK
- Simply tried again
Those are what I do when I get that error.
how do I reload the sdk?
Hang on while I open a project to screenshot.
okay
Ok, so, at the top of your Unity scene you should see VRChat SDK at the top, like so.
Click on the VRChat SDK, and then at the bottom is Reload SDK. Click on that to reload it.
I did all three
If no fix happened, what's the oldest error you have that's red?
AssetBundle was not built
White and yellow errors are erroneous in regards to halting your upload.
Please send me a screenshot of the full error, or copy the complete error text and send it.
well, there's a "small" problem with that which I'll explain in dms
Ah?
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
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
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
Wait, I think I figured it out. I have animations that are resetting the texture
the invisible parts have solidfy modifier on them on blender but in unity it doesnt
wtf do i do
you'd have to apply a modifier before exporting it
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?
then did you import the right fbx?
pretty sure i did
what constraints are on it
How do i fix the rim lighting issue on poiyomi
VRC Parent Constraint, it says the source transform is the armature thats connected to my hand (like the other props, that do work)
ive tried reimporting alot of times
ngl i can barely even tell whats going on from the image you sent
the Transform is under the correct hand in the hierarchy, but it doesnt connect right
blender(left) vs unity(right)
in blender enable backface culling under the solid view settings (this doesn't change anything in unity its just for debugging)
i've compared to other avatars that have props in the hand and it LOOKS like it should work :(
where is that? is it under solidfy?
its alr on aparently
im getting to my wits end bc i cant see any constraints actively that would point to it being broken
where?
meant the other guy
i think i confused source transform and parent transform nvm
i was gonna say
all the other props use similar source transform and they work
just, this one is fighting me for some reason
sorry i've barely used constraints, hopefully someone that knows about them better sees this soon 🙃
its alr
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.. 💀
boost
I had the issue and I fixed it by using a different thumbnail. Try uploading an avatar with the thumbnail cam pointed somewhere random
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?
did that too, it has nothing to do with unity itself since i tried it with a clean unity project

I tried uploading the same avatar with a different thumbnail and for some reason it worked, so I think there may be some server-side checks.
But my upload was failing after 100%, not in the middle
i thought so too.. after googling i found a lot of people had this exact problem because of their wifi and antivirus/firewall
which doesn't even make sense
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
I figured out my issue! I just had to move around some physbone components :)
Does anyone know why the underwear messes up when i test in play mode?
Does it actually follow the bone?
How is it added?
did you get this fixed
it says it does
Thats not what he asked
This doesn't.
im not sure what you mean then
Did you test by moving the hip bone?
all i did was hit "enter play mode" in gesture manager, i dont know how to actually move bones in unity
How did you add the underwear?
i added it to the model in blender and everything was working fine in there
Did you actually test with pose mode in blender?
yes and in blender it looked fine
Can you screenshot in blender?
yeah give me a sec
which part in blender are you wanting me to screenshot specifically
When doing pose in pose mode.
So it seems like gets all deformed like that whenever the spine bone is moved
The underwear sunk under the skin that's the problem.
is there a way to stop that from happening
Weight paint it better.
am i just not understanding how weight painting works? because even after i do it, it still stretches weird
You want to copy the weights from the body, dont just guess
You must match weight paint with the skin under it. And there is multiple weight group where you must check thoroughly.
Theres an addon for this called robust weight transfer that will give you a solid start
ill try that out
so when i use the robust weight paint, i eyedrop my body then select the underwear in my hierarchy but when i press transfer weights it says it worked but it doesn't add any weigh paint to it
thats what i tried doing and nothing changed😭
delete old vertex groups if it still has them (mesh you want to have new ones)
its not 100% some things wont behave
this worked🙏
Thank you to everyone that helped me through this
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.
The avatar in game looks like this
You likely didn't import all the required package stated by the assets.
In VRC creator companion?
VCC is used for importing, but I mean more package you have to import which you have to read from the asset store page.
Sorry guys but ive run into another problem after replacing my FBX with the fixed one, now it says this
Try Configure again
I usually set to generic and back, that does it
thank you guys that was the problem😅
Added Modular avatar,I don't get errors anymore but avatar ends up without hands anyways.
Any idea what should i set here? I have no clue
What does it means without hands?
Sorry,i mean this
Are you sure the hands and arms isn't sinking into the body?
Some cloth animation shrank the arm to prevent arm clipping cloth cloth.
Could avatar animation be the issue? i don't see any cloth animations (or i'm blind)
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
Thank you for help 
it works with VPN
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?
are you using the exact same parameters list? In the same order? Without VRC Fury interfering with it?
yea both parameters are the same with all values checked and unchecked exactly the same for both models
one sec thats the same picture
oops
you don't need to share a pic if they're actually identical 🙂
VRCFury has automatic Quest syncing now anyway, so it won't matter: https://vrcfury.com/tutorials/quest
oh awesome - I don't use it so wasn't aware it updated
That's why I'm letting you know :D
thanks!
ohh intresting
It sorts and pads the parameters that are missing, so you can still remove the components you don't want
It just needs a single VRCFury component on the avatar, and the desktop version has to be uploaded first
Works in the same project or between different projects. Just has to have the same blueprint ID
very nice, that's a good way to do it
how could i change the avatar hair color that i bought
Using material?
yeah idk what software
Unity
Drag hips into the link from, not RegulusShorts
The warning explains it
I did
the whole model will dissapear
... What? No. Drag the clothing's hips into the link from box. Move nothing
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
That's nothing like what I just said
😭
RegulusShorts should be a child of your avatar's root (the main object)
RegulusShorts should have the armature link component on it
Drag the hips of RegulusShorts into the link from box of said armature link component
So I drag Hips in armature link?
Yes
They dissapeared
That's not possible. You're just referencing the hips in the component
You must be doing something else
And those are the shorts' hips, not your avatar's hips?
Its shorts
Try setting keep bone offsets to yes in the advanced options
I don't know what I'm looking at. You're probably better off going to VRCFury's server if you need more help
The models bones doesnt move at all
Its like plain model
I'm confused at what you're even saying now. Are these not shorts you've bought?
It is
Are you not armature linking to the Regulus?
Is your avatar descriptor in the wrong place?
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
ok
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]???
They fixed it :D
It was because my bones were named wrong
Yeah I saw. I'm in the server
Make sure your elbows are bent back a slight bit so the ik knows in which direction they belong
Hmm, good point, I'll try to check it out
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?
this has been fixed 🙏
uh
@lime eagle thats world stuff, what is it doing in avatar project
trying to upload a model from a site
You could change the colors in the base color texture, if it has one, with any image editing or painting program.
You might be able to change in the shader settings in the material in Unity, depending on which shader is used.
i imported a download
oh wait a figured it ou
where do i find such a log
Nails disappear. Any way on how to fix this issue, so the bounds are separate instead?
Fixed: just made boundaries identical to the suit
i have no idea what to do here
look at the top most errors, not last ones
yeah thats all the errors
how do I install an animation pack for my avatar??
what in the hell does this even mean
Its a symptom of a symptom of a symptom
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
Check the rig import settings window and console
Check it for what?
It's not generating any errors if that's what you mean
Anything odd or new.
Not from what I can tell :<
If the avatar is stuck in tpose, its not playing humanoid animations
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
Or youre using play mode without gesture manager
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
Like the rig is totally fine until I make any adjustments to it
Then I have to completely re-import everything to fix it
I'll keep an eye out for these, but this has happened over and over and I haven't noticed any errors anywhere
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
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
nevermind i found a way to do that
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
You could also just animate the emission module on/off
yea i could but that'll also make the other fireballs disappear
Would it really? If so just animate the emission value to 0
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.
Please provide a recording of your current setup, that would help a lot
Uh, sure. Give me a bit.
I want it to all expell at the same speed and same time.
Sorry it took a bit. OBS was not working.
Can't preview that file format
Did that work?
use a burst
Half of the recording is black
instead of rate over time
set rate over time to 0
now add a burst and set count to 100
@candid osprey
That did it, thank you.
And to set it to be a one time explosion with the particle emitter as a toggle, I set it up to play when awake, and toggle the particle emitter object on, with the toggle expression?
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
i just uploaded a very heavy avatar and thats what i get does anyone know what to do?
make sure the model's stats are within the limits (try to aim for poor at the very worst if possible) and double check theres no errors in the SDK upload panel
Uhm, I have no idea why it does this. Help would be appreciated
are there any modifiers on the mesh, like decimate?
nope, just armature
any duplicates of those wings overlapping it?
Can someone teach me how to make a small avi
Must fix the issues but theyre not listed??
Can someone please help me
This has never happened to me before
one of these transitions is going off despite the fact that neither of their conditions are true..?
one is PropR > 3, the other is PropR < 3, and currently PropR = 3
so neither should be true..
these are the only transitions to this state
holy peak spamton neo
Whats the best height to have avatars at? currently we do our proper height, but i noticed the world sdk is 1.9m
where does one find such logs
Ctrl+Shift+C opens your console window
the console is not helpful
what error message did you get in your console?
lemme do it again
I having trouble adding Imeris with long hair can anyone who also has imeris tell what to do?
Hello
Can anyone help me to upload my avatar
And no commission I don't have money to pay
my avatar wont upload it just finishes then throws me these errors and then just doesnt upload
anyone know a general outline for getting new user to upload avatars?
Make new friends, and world hop with them to other public worlds. Just basically grow your friends list naturally
raw playtime doesn't effect score that much
i completely misread the question my bad 😅
If you're impatient and willing to pay VRChat's electricity and dev bills, get a month of VRC+. It's a guaranteed and permanent boost to at least "New User" rank, even if you don't keep the subscription.
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?
uhh you dont thats not really how it works
in unity its just a collection of assets
you can redo the edits in blender and have them setup that way by default
oh thank you
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?
if you want them to move via phybones you'd need to add both the bones and mesh to your avatar's armature
How do I accurately scale a model to be a specific height in CM?
Create one cube, a cube has default size of 1x1x1 meter. Use that as a reference.
Ok, thank you.
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
screenshot your VCC settings
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.
okay thank you
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??? :/
all the assets are still in the folders as well as the custom textures i did for them so idfk 😭
The project probably closed improperly and doesn't have the scene file open anymore
put t:scene in your project tab search to find it again
i have no idea how, i used this tutorial to upload the quest vers so https://www.youtube.com/watch?v=s9ATJ4IOXEc&t=99s
on my other avi i did the same steps and was completely fine, i have no idea what i did wrong here
nothing, still the same avi (quest vers, i put back in poi toon shaders) but all the clothes i had and physbones are just, gone
do i maybe need to delete the quest version copy i have in vcc ??? is it because i saved the copy project? 😭
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?
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
is there phybones on the head bone?
means its an int or a float
might be being used as bools
0 = false 1 = true
There are no physbones anywhere on the avatar
if its higher than 1 its an int
The headbobbing is in sync with the walking animation, but is not part of the walking animation since it uses the VRC default
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.
Did you limit the max value in blender (will be removed in unity, so would explain why the value goes over what you like)
I limited it to 1 in blender, if the limit is removed in unity, how do I then fix it?
1 is fine
At this point its best if you show us what the difference is
Preferably also don't crop your images so we can see side settings without needing to ask for them specifically
hold on, I think I found the issue...
maybe not
I have it open in blender, and for a split second, I saw the over-exaggerated thing, but i cant replicate it
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
@junior void also, here's how i have it set up in unity
loooooool thanksssssss
The single visemes look fine, it looks more like multiple trigger at the same time
Lets have a look at the eye look settings in unity
viewpoint inbetween eyes but ingame its in her forehead?
straight - up - down - left - right
eyes seem to work well in vr, as does blinking.
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)
all of them look fine in gesture manage radial. testing in-game with with debug menu, the viseme parameter value jumps up to 14
any explanations for why an avatars viewpoint would be higher than the ball?
14 is "u". Did you check that shape?
it would explain why the animation glitches the way it does, but i still dont know why they overlap such an insane amount
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
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
after playing out dissolve effect you absolutely must disable renderer, dont just apply effect
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
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
Yo, trying to add a leash to my avi, but for some reason it wont stop swaying like this. Any ideas?
kk i try to find a animation solution which will work. so far had problems with animation sync in vrc when using more than 2 animation steps. so i tryed making it in max 2 animations
uh, off - dissolve+last frame toggle object off. on - toggle on+undissolve
two states, two animations
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 :)
@junior void Changing from the default viseme handler to vrcfury's advanced visemes has become my solution. it tis fixed
Still haven't figured this out, I might just remake this version off of the working one if I give up
how do i set up a physbone to return to its original position after it was pulled away (not posed)
Increase pull value.
to above which value would u recommend? i had it on 0.2. i want it to return fully back to its original position
Just as much as necessary. It should completely return to its original position when pull is greater than zero and doesn't have gravity.
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...
You can grab bone in play mode.
how?
Has to be done in game panel.
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
Immobile should be 1.
ty for the help i will experiment for now and come back if there are issues
this is its setuo
Also stiffness zero.
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!
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?
Looks like there might be an animation on it. If so you'll have to remove it
On the clothing mesh, Under Blend Shapes, there should be a breast size slider. You'll have to increase the breast size on the clothing itself, then for the leggings there should be blend shapes on the body that will shrink the leg/feet
shrink the leg feet of the body or clothing
thats not it, it actually settles down after a long time, but then with even the slightest movement it picks back up again
shrink the legs and feet of the body so you can't see 'em
could be the physbone settings then. They might be way too springy
isnt there a way to make the clothing simply wrap around the skin
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
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
ahhh so what people do is make specific body modifyers for different clothing parts?
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 🙂
dont think you'd use the shrink shapekeys in this case you'd want a breast increase and heeled foot option 
shrink would make it look odd when moving the feet at the very least
For the foot perhaps, but the leg still needs it to fix the clipping
also the booba are generally lacking physics
i cant touch them myself in game xd
is there any way to fix that
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
play mode is buggy af for me
You can't touch, or it doesn't react to any movement at all?
yup
theres movement but its subtle
there indeed is a physbone but its having issues xd
then you would have to adjust physbone values. And increase physbone collision radius so hand can touch them.
where can i access the physbone menu
Can you explain the problem what "buggy" it is?
i simply cant do anything with the avi
When you select an object that has physbone component.
You have to switch to Scene panel to use editing tools to move objects.
yeah tried that too, nothing made a difference. Going to completely readd it and see if that fixes
but then how do i test booba physic in game mode
Just use move tool to move your avatar.
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
can i somehow copy all physbones to other avatar ? had to do a new one after i changed fbx in blender
The only thing the game tab is really useful for is testing if your physbones are grabbable
ur right
Use Pumkin avatar tools to copy components across avatar.
i did it copys evrything but physbones dose not work
It probably because it couldn't match bone structure between model. Then you would have to manually copy components.
okk thanks
Changed avatar's makeup and one expression looks like this. How can i fix this?
they are already in right place... and for me evrything looks right any idea ?
If physbone components aren't on the bone itself, then you have to assign the bones into those physbone component individually.
Make sure the material on the blush mesh is set to transparent
okk thanks gona try
Hello, Does anyone know why the Outline from the shaders get's completly weird when i'm shrinking my Avatar body ?
Im going insane with this
You mean this,right? I don't see the material specifically for the blush tho (edit:i'll try messing with poiyomi)
Looks like you have the head selected. Those appear to be the head's blend shapes--you want the material settings, specifically for the material on those red pieces. If you're using poiyomi you're looking for this:
are you using a sphere collider?
does anyone knows whats the best tools to sculpt and edit a head for beginners in blender?
What "tools" you mean in this context?
the brushes on the left
i mean almost all of the tools are required
You should be using them in combination for appropriate job, or shape you want to sculpt. There is not a single best tool.
is there a video tutorial maybe that can teach me thr basics to edit the head? 🥲
im so new and i want to start
you should look into non-vrchat specific blender mesh editing videos
Is there a way I can play lets say 5 different short sound files randomly on my avatar in a loop?
You'd have to learn basic in sculpting first. Then you'd have to learn head anatomy to sculpt in to an actual head.
how to not show my own avatar to me>?
i dont want to see my own avi, but other should
was using a capsule, but also the same problem with no collider
Parameter name is case-sensitive. You must spell IsLocal.
can you recommend me a video tutorial maybe? or what should i write on youtube? i only need to edit the head not creating one from scratch 🤦🏻
I don't have any to recommend. Also it's better to watch more than 2 tutorial.
I found the material,but its for the whole face
much appreciated thank you
Just search for "blender sculpt tutorial". It's quiet obvious.
how do i make animation not go to exit?
Just delete transition to Exit.
how?
Click on the transition arrow and press Delete key.
You didn't read #avatar-help message
it only checks if sth is local but still seems to have an effect globally
that doesnt mat ter
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?
IsLocal only seem to check if it is loocally true or false, it doesnts restrict action being taken globally
that is my point
That's how it should work. IsLocal is only true for when a person wearing that avatar.
Last time I see your parameter name you spelt isLocal instead of IsLocal. Have you fixed that?
I did
now when I press play, it doesnt render
which probably nmeans for other neither
@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.
Other player would have IsLocal set to false which should make your model show up. Assuming you did the condition correctly.
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?
You might have to be aware that some player might disable player animation, so your model would stay at the state where you built from unity.
Just make default state show up and you alone is the only one using animation to hide it.
@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.
there is no transition from entry to defaul anim
if you need to randomise it every time
so no condition
i think this is how it is
Default as in how you set the object state in the scene.
Alright, guess I have to make this toggle manually then. Thank you for the explanation!
at default mesh rendering is on
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
good
in game i still see it
You have to assign the controller to FX.
but if I delete animator i get error messages
What error message?
It's for every animation that isn't transform animation.
You keep animator component but unassign the controller slot.
ok
the animation
switches it off for everyone
somehow
poeple dont see my avi
they see fall back avatar
yes
That means they're blocking your avatar because of their avatar limit, or you didn't upload avatar on platform they're playing.
im uploading to quest now
they still see the fall back
They'd have to explicitly show your avatar because Poor and VPoorup are hidden by default.
damn
wow that's quite a bounding box
40x40 meters?
that's huge
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
Do you mean playing it stereo sound? Increase volumetric range.
ok
Thx :D
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.
you can't add a bone that deforms mesh in Unity, need Blender or similar for that
feeling a lil dumb and blind, how do i go about getting to my avatars fx layer? where can i find it in unity?
For a starter, there is a search box on Project panel, so search for "FX".
Or rather you'd have to look in avatar descriptor and find fx layer assignment. Click on the fx slot will highlight the fx controller.
yo i need someone experienced to help me with my avi if there is anyone
You should elaborate more what kind of help you want, or ask the specific question here.
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
basically im just trying to do this to see if clothes can be changed to fit my avis smaller chest size :'))
how can i use a cube map on quest shaders?
You have to search for object with those name from the scene. The name of the object is the last word.
And where you stuck at?
when i search like left wrist nothing pops up
You have to search in hierarchy panel.
what is that
See panel name at the panel header.
could u send a pic of where is supposed to type it i aint that smart
i think i might've gotten it, heavy on the i think LOL
rn im at the step where i drag and drop
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"
im meant to drag and drop in here riiiggghtt or am i silly
Just look for any that has component with (Script) Missing.
stuck at the recording part, i have a small feeling i did it all wrong and its why im not seeing the recording button lol
You have to assign the fx controller into avatar Animator component first then you can select the avatar to record animations.
"Animator" and "Animation" panels are separate things, make sure you're looking at "animation" to record
yeah i did
Then when you selected the avatar you should be able to record animation.
im not seeing anything 😭
Screenshot the whole unity screen
the avi i have selected is the dupe
there is a VRCFT discord, if you don't find help here
You haven't had Animation panel open though.
Note the different "Animator" and "Animation"
alright i figured out how to open the animation panel LOL
so, do i take the small boob + butt from here then put them on the dupe?
You add any animation you want to record into the controller you added in the animator component.
alright, i've got the ones i want in the animation tab, not too sure how they animate though
Just hit record button and make change to something in the scene.
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 😭
What animation you changed?
boob size
How did you change>
the shark top thing i put on doesnt change when i make the boobs smaller
it probably has its own blendshape you have to animate also
the only blendshape i see is for like, the part that covers the nippes, not the side bits
you may need to model it then
yep, blender can be used here
damn, guess im not having any other outfits on my avi then 💀
i get this (its in the console too)
when i try to upload my avatar it pops that 2 errors someone know how to fix?
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?
My creator companion is broken
Im stuck infinitly on here
I've restarted my pc, reinstalled, checked for updates nothing works
check if you have enough space on your drive
Does anyone know how to modify a model's blendshapes using Blender to made an arm disappear?
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
How would I add a (Unity) scale constraint to a bone?
(And can it be changed via animations?)
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
Alr, thanks for the help!
Wait, also- what did you mean by this? I'm confused cause I have no idea what to do or where to start.
ohhhhh nvm i get it
halleluyah it works
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
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)?
kinda sus ngl
Very fishy, dont react to that
Lol silly question, is there a way to check the view of headchop in unity?
Just dont wanna have to upload to test it
scram scammer! 
probably the worst effort scam I've seen
account is just called "VRChat" and not even a pfp
they've been less and less effort lately
its good for people who dont know but jeezums
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
erm no you dont ☝️ 🤓
if it's just collages of pictures off google, or even worse AI generated slop
why is it phrased like an AI prompt 💀

LMAOAO
nothing happened in here
because they're generally not native english speakers and use google translate
really bot-ify's their stuff lmao
still the amount of gassing himself up is wild
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
Does it not have an Armature modifier, or has one but not set to the right armature? I did this one yesterday.
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?
Audiolink works in the shader, so any geometry changes would only happen there. Possible? Yes, but you might have to do something custom
Ouch..
Thats.. pretty far outside of my knowledge of Blender and Unity.. -w-"
So I guess I should throw away the idea?
I can't answer that for you
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. 🤔
because you can't do that from within a shader
... well you can pass parameters into a shader, but not back out.
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
I'm guessing you want transparency on the lenses? Is this Quest or PC?
Yeah but that parameter that the shader uses, it does come from somewhere right? Is there no way to use that parameter for other things than the shader? 🤔
My apologies if im getting annoying with my questions.
which parameter do you mean exactly?
yes, this is PC
the audio data? that comes from a texture which the shader samples.
Oh..
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
which one the rendering mode? i didnt find it
Tbh, I thought Audiolink was using the data from audio sources to turn it into a parameter, with which it can control the shader.
Man, my understanding of Unity is way worst than I thought.. -w-"
The Audiolink prefab in the world gets data from the media player and writes that to a texture in the world somewhere.
The shader on your avatar samples this data texture and does fun things with the data.
Oooh I get it now! ^^"
your shader can't get audio data, it can only get texture data 🙂
Yeah - once you get this part it's all very clear
I guess that explains why the creator couldn't use audio data to turn it into something other than a texture. 🤔
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.
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;
Yeah there's no real way to do that otherwise at the moment.
and yet, you can still achieve this
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
I'd use VRC Animator Play Audio on an animation state. But yeah you can do that by toggling the audio source game object
poiyomi shader can do vertex offset based on audiolink
That's the one that I had in mind, yep
https://i.imgur.com/6U4Ij68.png jfc this module is a monster
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
if you want the data as a parameter i think you could use osc
How would you analyze the audio data though?
I suppose an external program could do all that too if you route the audio properly
yeah if you're stubborn enough you can run AL locally
how do I add a subtle breathing animation to my avatar?
make the animation, loop it, put it on its own animation layer as the only thing there.
usually one makes a blendshape for the "full breath" shape
ok. do I put the blendshape into the animation?
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)
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
i have this
I've never used custom shaders, exept the Audiolink ones and the default VRC ones for Quest. Idk how that work ^^"
bruhh.. i dont get it, ill try again later, i stay all night just to find that shit, i need a sleep its already 7:AM
Can i please have some physbone help?
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.
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
oh very nice
I know nothing about Windows audio so wouldn't have known where to start
im gonna do some more testing and see if i can make a tutorial 🫡
very cool
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
any reason why my thighs are upside down when the rest of my bones are perfectly fine?!?!
i really need help with this, i have no clue what could be causing this
i was told my avi for quest players had issues with the clothing
it was stuck in a tpose and not following the body
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
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
screenshot your armature link component
the error is saying you're trying to armature link a humanoid bone
can you show your hierarchy
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
it's already on your wrist, you don't need an armature link
can i get help too?
yeah but ive tried just not using the armature link it gives the same error
idc the more the merrier just dont be mean im new to this 😭
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
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
t:vrcfury in your hierarchy search
you most likely have a armature link somewhere else
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 ...?
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
Go into the rig configurator of Unity, click Pose > Reset then Pose > Enforce T-Pose in the inspector
holy crap it worked! tysmmm! ❤️ this has been driving me crazy on avis for forever! :3
Trying to find this material png but can't find it? What's going on here?
click on the material and look in the inspector for the texture slots
got it opened, thanks
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
I do TShirt logos as decals in Poiyomi
your options for keeping fine detail are limited without UV remapping
usually "make texture bigger" 🙂
i restarted the project cuz it was faster than figuring it out at that point and it worked fine
idfk what i did but whatever
got the avi uploaded
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
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
it really depends on what's in it - yeah, some things compress better than others
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?
is that a second set of arms there?
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?
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
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 >_<
yep, just trying to understand what I see - you put the right ones into the slots, right? not the secondary ones? 🙂
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
hmm two hips there and also pelvis bones, this is an interesting armature
WAIT IM A FOOL, I realize what I was doing wrong omg-
oh?
sorry about all that, I think I just got my wires crossed
Yall i did something and idk what. pls help
idk how, but i fixed it
the forbidden 3rd person view
You had 3rd person view, it's commonly because your avatar has an extra camera on it.
The model was in A-pose, in other words, the animation doesn't have effect. Check warning in the sdk panel.
I edited the white fluff so it fits the boots, but how can I get rid of the dark shadow?
select the faces, alt+n for the normals popup, reset vectors
thank you so much ❤️
I tried to add it, but it breaks the avatar?
idk what happened
like.. it attempts to layer the breathing animation on top of the standard avatar animation, breaking it?
well yeah, it's supposed to add it on
how do I.. add it on without it breaking?
when I add the animation via unity, the pose editor doesnt see the avatar
I have no idea what you've been doing, so no idea what "breaking" might mean here
so, I added the animation with this button, uploaded it to vrchat, and ingame, it was just stuck in a T-pose
watch tutorials about unity animation - you need to have your avatar selected before that window is going to work properly
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
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 ?
what does this mean and how can I fix it? I just started a new project
open the little foldout right there and find out
what foldout
import messages
Maybe that's an easy issue, but what part should I animate my character, cuz I want him Spin
The one it tells you about right there, "import messages"
See the little triangle to the left of that? Click it.
rotate the hips around the Y axis
I just saw it, sorry ive been on my computer for a few hours
Danke
(do this in the action layer, take over the avatar with vrc animator tracking control first, the usual stuff)
anyone know how to do kick/punch collision like how some models when u punch or kick or does a particle effect and noise
Strange, but It doesnt work (Im doing smth wrong)
explain what you did
contact receivers, not much more than that
I said explain
Alright
then I opened add property > Armature > hips > Transform > rotation
Is there a video on it that u can link me if not ill just google it
I'm sure there are but I don't have anything handy. Read the docs too of course.
I don't have unity open but you need to use the animator parameters, not directly animate transforms.
Also you didn't explain the animation layer, or how you tested
I pressed Space to see if animation works
Theres not hip param. in Animator
Again, I don't have Unity open, I'm not 100% sure the name of it offhand. There are certainly tutorials on this
ok
For some reason it sets rotation in one way always
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?
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?
How blurry is it? Can you screenshot to compare?
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
You might have to check for texture resolution in unity. Default max size in unity is 2048 where you have to increase up to 4096.
Oh! I'm silly, I literally tried that but didnt hit apply last time 🙃
even 2048 should have good enough detail for this. That's also likely mean your model had bad uv space utilization.
It does make a significant improvement when I switch to a higher res
You'd have to realize that bad uv utilization lead to lot of wasted texture space.
Look for uv mapping tutorial. You should see how much a mesh occupy certain texture space.
Okay, thank you!
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
whenever I try to update my avatar it constantly in an infinite loading loop
What is it loading? Can you screenshot the dialog?
Mmm just deleted imma start from fresh
It was either stuck saying building avatar or looking for existing records
Are there more error above?
Popping in here to also say im having the same issue with my SDK.
Try get more information by enable API logging in sdk settings.
Look like problem around unstable internet. Try changing the internet, for example, use mobile hotspot.
It could just become unstable at any time.
same issue?
Select the first Failed to send request and screenshot its detail.
mmr... imma detach the ID and see if that works it works if I publish it as a test
Test build doesn't connect to the api so that doesn't matter.
so it's just a bad day maybe works tommorrow?
oh
Detatching the Id seems to make it work now
it is loading
Is it build&publish?
You would have to always provide error detail.
So if it randomly worked for some part then it's just unstable internet.
pufff welp I'll check tomorrow then
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
Use BoneProxy component from ModularAvatar to reparent game objects.
or hfcRed's animation repathing tool
when is vrchat gonna fix the physbone constraint bug that theyve claimed to have fixed twice now
hopefully soon
Does anyone know if there's a way to move the viewpoint ball in animation? To change eye height.
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!
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
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?
Move height with temporary pose space state behavior
Interesting never heard of that one, is that in the fx?
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
Yeah trying to achieve two different head height switch between the two.
you can if you spam it
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
temporary pose space is based on the height of the head bone in the current animation
jsyk
it's so that you can snap your view to a pose like sit, lay down, crouch, etc
Thx I take a look into that 
you really need to explain what "this" you're referring to, for those of us who don't know what it should look like
The torso being bent in play mode I'm assuming
Well the issue is she’s twisted from the shoulders up but only in play mode
k, thanks
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
No problem. Any ideas why that might happen? Goloco has already been removed just to rule that out.
Thank you so much! I’ll give this a shot and report back.
Might be a joint orientation wrong?
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
can anyone please tell me what can i do to minimize my avatar size ? its over 500 MB
He said everything is correct. Sadly it’s not mine to check, but I’ve seen his work. So I trust he knows how to identify those things.
