#avatar-help
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scale your textures down if they're above 4k. 2k with High Quality compress (BC7) is still smaller and looks almost the same
#avatar-optimization is also a good place to look, there's been lots of discussion on this.
Understood, thank you again! Hopefully that is all it was.
Depends if the FBX is posed with a perfect T-Pose in blender
i always thought you did but it still recognizes everything corrently, it's just unity letting you know that it doesn't think your avatar is in tpose
thanks
no even if it's not in tpose at all it still recognizes everything correctly
it'll complain about it not being in tpose but it works even if you don't enforce it
Won't Unity yell at you with rig import errors and just use the previous working rig
why is VRC telling me to map OPTIONAL bones?
they have the optional icon
the reason i say this is because some avatars will benefit from this, especially in the fingers and thumb specifically
no it works fine
because this Sandslash has no bones for that
i do this a lot because unity's tpose bends my thumbs up and makes them flatter than they are supposed to be
what can I do?
Tried what you sent, unfortunately that didnโt work.
i'd reccomend posing your avatar into a tpose in blender if it isn't already, that way the tpose is one that works for your character
and the pose your model is in in blender will be the default pose in unity when you import and when you click pose>reset
is the torso bent in the rig configurator?
add the neccessary bones
you don't have to weight paint them
and they don't have to be long
just add them
Everything is fine from what he said.
I....unfortunately dont know how to do that
do you know how to use blender?
a little bit, but barely
Apparently the head and feet are missing according to Unityโs rig section
but yea. only a little bit
definitely not enough to make a rig
well it's already made, you just need to edit it a bit
look up a rigging tutorial and you should be able to figure it out, you're just adding 3 new bones
k
๐๏ธ
how the hell do people make these
wow
no luck with figuring out rigging via tutorials either
Ok so last update, apparently everything is fine in Unityโs rig configurator, but the SDK says itโs missing the head and feet.
honestly, it looks like it's reasonably rigged, it's just that all the bone tails are pointing up instead of inline like we're used to for the VRChat situation. Probably wasn't originally rigged with Blender, and almost certainly not for VR.
Maybe not BUT
I need to add shoulders and a neck to it's rig
how do I do that
it's not gonna move the spines when it's finished mind you
as in, they wont move
could probably delete the bones for the spikes tbh
go in edit mode, find the appropriate bone (chest/upper-chest), 'e' to extrude a bone from that one.
re-parent the arm bone to be a child bone of the shoulder bone. Also see #avatar-rigging
E doesnt work but i'll figure it out
actually lemme try again
If I have multiple animations for an avatar that I want to randomly toggle, how do I trigger them randomly?
VRC Animator Parameter Driver can generate random numbers
How do I add animations and model changes in the expressions tab?
as in your expression menu in game?
Yeah
Let me explain exactly what I want to acheive
I want in my avatar an animation toggle for my character to hit the virtual insanity pose and slowly slide forward
hah! that'll be fun
Alright so I've been looking through a bunch of guides on youtube on how to add animations and all of them show you how to add anim files, not how to create them
in Unity, right click in project window, Create -> Animation
For what purpose, you mean to swap different colors?
looks like their glasses/hair use a different material
nah its just i made it with different textures
you'd need to make a new material for those slots and assign the texture inside the material
How do I pose it?
watch a tutorial video on this, it'd be far better than text
That's the problem
I can't find one
They all talk about how to import
I just wanna pose my silly goober to do the Virtual insanity thing
But all of them say "Here take this .anim file and slap it in, you can call it a day from there"
So you don't already have this pose, you want to make it from scratch?
Yes
I'd do that in Blender, it's way easier to animate there.
have you ever made an animation of any sort before?
Not really
ah. ok this is going to be a bit of a learning curve ๐
Well, It's just gonna be a one frame thing so probably not that bad
Cause I can just slowly move forward myself no?
sure
Made changes to an avatar in blender, and reimported into unity, replacing the fbx. Added some bones to the armature and a mesh for those bones. Now in unity, the skinned mesh renderers on the avatar prefab are completely invisible, but the fbx itself seems fine. Is there a convenient way to fix this?
do u guys know how to fix the avatar being like purple/pink in the blender ?
pink = broken or incorrect shader, or possibly missing textures. You'll have to inspect the material to find out.
Was your avatar prefab unpacked in Unity?
ohh yea it is, do u know any way to fix it?
yeah, drag a new model into the scene, copy everything over to it, and don't unpack it in the future
The prefab is not unpacked. At least, the text on it being blue, and the arrow to modify it, should be indication of that? This is within the hierarchy
oh - sorry, I replied to the wrong thing.
Not without knowing what's broken, which is why I said to go look there.
ya i figured that out !!
what does this mean?
Cool, then it's not the obvious problem. Are the mesh objects actually there and invisible, or completely absent?
Don't have a mesh object the same name as a humanoid bone. Rename the mesh named Head
all of the mesh objects are there, and retain all of their materials, references, blendshapes, etc
What do I rename it to
not sure I've seen this! maybe redo the rig setup
how can i make the same glow/emission effect for dark enviorments for this avatars wings and eye?
thank u kazin u r the helper
sometimes I have some answers ๐
ok, do I do it in blender
youve been massive help trust
I would
but ummm i did figure out what textures r missing im not sure what to do from here . .
im so new to this LOL
how do i download a small avi model
I have the pose, so what now?
Hi Everybody! Im having some trouble with avatar organisation. I dont want to have a seperate project for each varent I make of the same avatar, but I find that If I import an avatar, then duplicate, changes made such as the shader for quest compatibilty track from one to the other.
make a different avatar for quest, I keep those in separate scenes, but you don't have to.
I really can't do a tutorial right now
That's fine
SO How do you mean Scenes? drag an avatar scene into the Hierarchy under Main Camera and Direction Light, im guesing that all consists of the default scnee I load into.
So I can have multiple scenes per project and VRCSDK wont care?
File -> new scene. Each avatar is treated separately already by the SDK, scenes are just helpful for you to organize things.
How do i fix this
Thank you I think this is making a lot of sense. I am plkaying with scenes now
broken/missing shader, either import the correct one required for the avatar or switch all the used materials to another shader
hello! So my friend wanted one avi in game and i helped him upload with my other friend.
The issue is - when we are adding gogo loco something weird happens (video)
Anyone knows how to fix it? Without gogo loco it works perfect.
My friend dont have sadly fullbody tracking so gogoloco helps him!
(pls ping me with response because i have notifications off)
How is gogoloco installed on the avatar? Through VRCFury or manually
vrcfury
no wait - sorry
We manually putted it in unity
And putting it on avis
Before it worked with other 5 avis
We use create companion with vrcfury in it
I'd recommend installing it through VRCFury, it makes installing it was easier and modular. Clear out all the manual installation and use the VRCFury prefab that's in the gogoloco folder
we used right now (on video) the vrcfury prefab gogo loco
so you didn't do it manually
can you please elaborate? im sorry its just that im new to all to this
We have vrcfury in creator companion, but it didnt had any folderwith gogoloco. So we putted in gogoloco.unity or something like that
as separate
it had already vrcfury in it
I'm assuming your gogoloco installation isn't correct. Search "Gogo" in your project tab and delete every folder named GoGo. Then import the latest GoGoLoco unitypackage again
give moment
I have a list of errors for the avatar I bought and I'm brand new and have no idea how to fix them. ๐
okay so uh we did 3 times new projects and it .. just worked?
You need VRCFury imported
Do I have to remake the project to use it?
Okay, it's uploading now thank you
how can i make a toggle so the wings can fold and open?
so, wanted to know if anyone knows how to fix this vrc quest tool thing?? when i convert the avatar it absolutely screws up the textures
(not only the face, but also the body and the clothes)
help???? what can i do to NOT have this happen
i feel like its a very stupid question that is very popular but i still wanna make sure ๐ซก
Last thing, if I bought Poi pro, do I have to add both versions I downloaded or just one?
I only have 7 do I need to also install 9 for these errors or is it okay?
You only need to import the bottom package in this screenshot
anyone else having issues with unity not sending them the authentication email when trying to upload an avatar? i have the right email and password but its not sending me the email, meanwhile it sent me an email verification link when i tried to make sure i had the right email on site
So i new to VRC parental Constraints, I manage to figure out how to station it to worlds but When it comes to reseting it. I need help,
Currently:
When toggled on, It locks it in the world.
Issue: When toggling it off, Unless the User is in the Same spot, when Retoggling it, It doesnt reset to its Orginal Postion
I have the Rebaked offsets on Be default, but i dont seem to understand if it works or not. I trying to make it
Reset to default every time somone toggles it off so they dont have to move to the Same spot, every time to toggle it off. Or Reset the avatar. to reset the postion.
Is there any way to fix this?
merge materials,lower tris count,lower texture resolution, merge meshes then re-upload the model
Would that make it look more low res?
about an hour in blender
And is it bad if I just use it like this?
only if you make it look that way
Having an issue with my avatar where unless I use Fallback Shaders, moving makes my avatar offset about 1/4m forwards until I stop moving. I used to be using Poiyomi but swapped back to VRChat's default Toon Shader recently. Anyone know what could be the solution for my issue?
and yes it'd be bad
would be guesswork , looks like someone just bashed a bunch of meshes in unity and didnt check vram usage/type
dx1/bc7 ect
Welp I have NO idea where to even begin with that lmao
Is there anyone who I could DM for help? I don't want to clog up the chat
you could use automatic tools like Polytool or VRCQuesttools if its too much though the outcome can be iffy
Hey; so I have a question. I'm making a model and while attempting to set the model up as a humanoid rig in unity I'm running into this error, and I'm unsure of how to correct it... any help would be appreciated!
ambiguous transform 'armature/hips/spine' and spine found in hierarchy for human bone 'spine'. Transform name mapped to a human bone must be unique.
2 things named the same, spine & spine (mesh and bone likely)
So renaming the mesh would liely correct this?
yep
avoid having humanoid bones named anywhere but a bone
Had it once when i forgot to rename a mesh
OKay, so I just attempted to do that, renamed the spine portion to a new name and attempted to reconfigure the bone map and it's still giving me the same error.
is it because the mesh still has the anme spine in it even though it's prefaced by something else?
textures are crunched and lowered rez
removed space
and i tried this %temp%\defaultcompany
still needing help with this
simple animation
unsure how to do that :(
i still cannot figure it out
im getting this funky error when i import this model
the fbx nor the prefab wont load
bump
nvm i figured it out
despite removing accessories, unity tells me I have 5 material slots. how can I lower this number?
check every material slot you are using
Im unsure how to do that properly D:
using the same material is still different material slots
D:
okay so
i got a backpack, two crowbars, and the moth itself
and some particles but the crowbar is quest compatible
im just confused since i've uploaded quest avatars with several materials (such as an avali with a hat, two guns, a head AND a bandana, all with different materials/textures...i think)
I dont need the backpack tho tbh
id imagine its not lowering because each of those items are seperated from each other which in turn makes each item have its own slot
i deleted the backpack yet nothing has changed
each and every material is its own slot no matter if its the same material or not
๐๏ธ
you've lost me here
the renderer tells you?
renderer?
its atleast one per thing
im not very good with unity
if you cannot tell
anyway-
alot of this is alien for me
where is this "renderer"
on the meshes and particles
^^ select the mesh/particle and in the inspector tab it should have a mesh renderer component
you may have to open a material dropdown to see the materials each item uses though
okay well here's the weird part
lilAvatarUtils might helps you
It can show all materials, all skinned mesh renderers, and all textures in your avatar
Each piece Unity highlights only uses 1 each
Body. One material. each crowbar, one material each
the backpack is gone
now is it actually 1 or did you just use the same material on multiple slots
and there are still the particles
I got a question for y'all. Which eye looks better?
right
That's what I thought too, I just wanted a second opinion.
its actually visible in the right one
okay i dunno what I deleted but now there are four material slots ๐๏ธ
you said you deleted the backpack earlier
yes but i wasnt sure that was it since the first time i deleted it nothing happened
i reset the model to try it again because of a bug anyway it's whatevz
we'll see if I can sort it this time
Hello, i was interested in making one of those avatars that is basically an animated character model stuck to an invisible rig with said character model having its own animations (CroissantDev's animated Mario 64 comes to mind) so it looks like you're controlling a game character from an entirely different game. I have never made an avatar before but i have modeled a non humanoid character for what i want.
Anybody familiar with VRCLens?
wheres the question in this?
well i am asking if there is an efficient way to do it.
if you know blender then you could just animate it there
I already made a bunch of animations for my character, so do i just stick it to an invisible rig and mess around with settings or...?
"invisible rig"?
Like i said, i'm new to all of this. I see a lot of those animated avatars so i'd assume it'd be fairly simple to do.
do you mean a humanoid rig or what
humanoid.
if you dont plan on using tracking at all then you dont really need one
you just make animations then toggle it however you want to
are you referring to adding in animations that you activate with the expressions menu?
thats one way to do it sure
Im more so looking to how you could entirely replace the default idle, walk, run, etc animations with custom ones
again just animate it
the entirety of the locomotion is parameters that vrchat has by default
you just fiddle around with this "locomotion" thingy?
yea?
might help you out to read through the docs for a more detailed explanation of things you can do with avatars https://creators.vrchat.com/avatars/playable-layers
Ooh thanks.
Anyone know why this is happening? i swear every time I'm in unity i run into a new issue
(his finger bones are all outa wack)
bone rotation which you fix in blender
does anybody know how to fix this ? ^^
yuck! gotta lower all those stats to be closer to the limits listed the ones in " ( ) "
yea i figured!! im not exactly sure how D:
lower texture resolution,merge material slots/meshes and atlas textures, merge and reweightpaint bones (or remove phybone components though the bones wont move anymore) and decimate the mesh a bit
do stuff properly in blender instead of just slapping stuff onto bones either manually or using a tool like modular or fury
gotcha ty!!
sorry how do i fix it in blender? I'm not sure what I'm doing is doing anything.
transfer meshes to the avatar's armature so you dont multiply the amount of bones you have with every piece of clothing
join meshes
atlas textures
stop using an excessively high particle count
what is that avatar name
๐จ
(his name is nazo, the rig was mispelled)
may i ask how to decimate the mesh ?? im so sosorry im new to this
didnt bother to change it lol
extremely unfortunate typo
bump
what version of everything are you using? are you on the correct unity version / vcc version?
there the decimation modifier though that can get messy 
manual decimation is a bit harder to explain though, alot of people ik learned from just messing around in the program but i heavily suggest just taking sections off the piece you're trying to decimate rather then just trying to do it as one big piece
nod nod ty!!
grahh im rlly strugglng to figure this outr
heres one redditors explanation that's pretty clean: "Alt+Left click in Edit mode in Blender selects a loop of vertexes. Then just press X and select Edge Loops to remove that loop! Gotta be careful of the UV mapping and the Blender needs to be able to find loops, but you can "easily" cut the poly count of something nearly in half by selecting every other loop and selecting Edge Loop. Kind of time consuming but if you can cut the poly count of something in half it's really useful and worth playing around with to figure out."
anyone here know how to fix rotation on finger bones?
why is the camera in a different position?
where is this relevent to your head bone
is your avatar's root actually in the correct place
try going into the rigging menu, hit "reset" then "enforce tpose" then save
I made changes to the camera and root but they are not reflected when I publish it
the root is changed in blender
aaa ok
would anyone be able to maybe call and ican stream so i can be walked through this LOL
whenever I try to build and test my avatar, it just gets stuck like this. I can interact with the control panel too which I shouldn't be able to
I also looked at the console and it says recovered 0 network IDs, is that bad?
anyone else having this problem?
restart unity
nope ssfff ty ty sorry
need blender help the hair looks fine in the material mode (aka eevee) but in cycles looks like that with the black spots as if the alpha is failing, apart from all the other materials not looking quite right too
hmm the pink is coming from the teeth lacking textures so ignore that
the most issue is the damn hair really
Sorry, it wasnt working
solution was this simple
Hey I am new to PC stuff and VR stuff completely. I grew up on consoles. But I recently got a VR and I was wanting to make a cute avatar for VR chat but I have no idea what I am doing. Iโm in the midst of learning the pc and vr world. Any help is appreciated. I simply want to make a cute avatar๐ญ
blender
hi there, im currently uploading an avatar, it uploads succesfully in unity but in vrchat it i guess un uploads itself, im not sure what the issue would be
how come?
ive got no clue
So I tried another avatar on the same unity project and it uploaded just fine
Does it show up either in game or in website?
the picture is there but its greyed out bc its unavailable like it deleted itself
but unity says it uploads succesfully
it says security check failed
screenshots?
avatar stats?
That isn't even zero. You have to check avatar stat in the sdk when you uploading it.
there no check stats in unity
When you uploading in the sdk, in the validation section.
Performance stats that is.
in unity
scroll up and show the top most stuff
one million polygons that's why it would fail.
over 1 million polygons
55 skinned mesh renderers
136 materials
155 physbones
over 700 transforms
over 500 collisions
over 600 bones
Also you're using outdated sdk which doesn't report uncompressed size and allowed the excessively large avatar to be uploaded, which will cause security check failed later.
I have no choice to use outdated. The avatar uses this sdk
This avatar can't be use as it is then.
Because it's excessively large uncompressed size.
So you recommend I reduce textures?
you can very easily just use a newer sdk
reduce your avatar in general
Creator says otherwise
You could try, but this would not be enough.
older avatars can freely be used in newer sdk versions
the only time you cant is if you use specific sdk betas like the vrc constraints which break if you try and update to a newer sdk version
yes
So if an avatar was built using 2019. It can go into 2022?
yea?
Iโm not sure
just update
The only issue is where the author include extra tool packages which could break in newer version. But you could just remove them if it broke.
look how many i got and i updated almost them all to 2022 safely.
i had no issues
including a map within there
Iโve never changed versions. And never had an issue till this one
it's better you change
I have over 200 Avis uploaded and never went against upload instructions
2022 is safe to update and it's for the better
Issue will always can happen.
2019 is currently very outdated, remember vrchat updated too so it's better suited for 2022 unity
Doesnโt mean the avatar is suited for 2022
Not sure why you're asking for a solution and you kept arguing that wasn't a solution.
the only difference between 2019 and 2022 for avatars is the fact you dont get new updates anymore
Iโll try using 2022 and Iโll let you know how it goes
good
that avatar still would need to be seriously optimized
Iโm only concerned about megabits if the megabits are too large to upload Iโll reduce texture quality
"megabytes"
did you find the solution to this?
the fact all of your stats are excessively beyond very poor can also cause it to fail
my hierarchy shat itself
how do you add animations to an avatar
i have a simple animation that spins a component of the character and i'd like it to loop constantly
The camera is too far back, how do I fix it?
how can i know whats the size of my avatar MB
2022 worked it was just 150 mb over so i just reduced some textures
I hope someday we can see the stats of an avatar before downloading it.
Does anyone have a good tutorial for quest compatible particles?
the only difference between the particles is you need to use the vrc/mobile shaders
What type of base model does this use
#1138520828556890214 is the best place to ask
Good point
My friends avatars started breaking when adding something to the head bone. That new object will become selected when choosing anything in the armature, so even if you click the chest bone, it will show it as being inside the head, with the new object highlighted. Same for the hip and chest. When rotating any bones in the armature, the new object is the new pivot point.
Merely setting the object to disabled fixes this issue and the armature works like usual again. It's only when the prefab is placed on the head that this bug occurs.
Do they need to make a new project?
Maybe they clicked some dumb setting we don't know about
Set tool pivot settings at the top of scene panel.
Oh, it's Irumi! Hi ^^ And thank you! We will try that
That fixed it, thank you!
The hotkey for that is Z. When pressing ctrl+z they accidentally toggled it.
When Iโm in vrc on pc everyone is needed for me to change their shield level even tho I have everything on. Anyone got any fixes?
This is more of a question for #1138891887374237706
i guess this is more of a general unity Blender question but is there any easy way to mirror the knife tool?
feels like im missing something simple i can do to mirror it
Knife tool in unity, or blender?
blender
OH yeah i sure did say unity didnt i, mb LOL
normal method for that would be using a mirror modifier on your mesh. if you have to work without the mirror modifier, this is what I do: enable mirror option in edit mode, make cuts only between vertices, and make the same cuts on both sides. if you need a vertex put in the middle of a face, you'd cut an X pattern between the verts and edge slide the vertex into position, then dissolve unwanted edges
assuming the original mesh is already mirrored
does anyone know how to reduce polygons/triangles ? i cant figure out at all
You have edit mesh to delete unnecessary polygon. And you edit mesh in blender.
i cant manage to import it into blender hurmm
What prevent you from importing to blender?
it just kinda doesnt show up ??
How did you import?
Also you might have to be aware of error message that shown during importing.
Can you screenshot the error?
This looks like you didn't properly select the fbx file to import.
you cant open a unitypackage in blender-
You are trying to import unity package file so that isn't going to work.
fbx file
You import unitypackage file into unity, then you locate the fbx file within your unity project and import into blender.
icic!!
Im having trouble getting hue shift to work on the eyes. Everything else with color is shifting but the eyes arenโt. Ive already re- recorded the animation and made sure the hue was set to the correct number (0 or 1). Im not sure what else to look for. (It is set to animated when locked, and the hue shift box is selected on)
i have the fbx its still giving jme the samw issue
hurm
Not the same issue if you read the error. That certain fbx file can't be imported into blender.
If fbx files are from the same package then it likely not going to import into blender because they would be using the same format.
what do u suggest i do??
There is some plugin in unity that can remove polygon. But I cannot recommend any because I don't use them.
nod nod
Or use fbx converter to convert fbx file into blender compatible format.
alright!! tysm
Whats the pink pupil doing here? The original looks like this
probably another texture in the material
anyone know what could be wrong?
question -- do i go here to ask about adding sliders (for skin) on avatars (for unity) or do I go somewheres else-
Why do you think it couldn't be here?
I don't interact with the server much and haven't really dug too deep into which is which, I saw other channels like development and got lost ๐ญ๐
Is it possible to export a model from Unity to Blender while keeping the Visemes? I am wanting to edit an avi for my partner, but the visemes dissapear when I exported it out as an FBX
According to channel description it's for help with developing avatars.
ohh, I see now , I don't really read those ๐ญ sorry
Does it export with any blendshape at all?
Nope
That would mean your model in blender has unapplied modifier that isn't armature modifier.
does anyone know how to make a skin tone slider?? I have this avatar, but it came with 4 different skin tones and they're all separate avatars (not just one avi with a toggle for the skin) and I've never added things on an avatar before (I just buy and upload) so I'm so lost and don't want to have one skin tone-
I got it. Turns out there was an option for that in blendshapes
Do you mean like a radial puppet? You can use a radial puppet to do multiple mat swaps
no clue what that is, but like when you use gesture manager and some avatars will have "skin tones" with a like-- hue shift slider//toggle thing?-
I have no idea what its called, sorry- ๐
Its ok, that is a radial puppet. All you need to do is record the animation on a duplicate avatar, then set it up in the menu. Do you know how to do that?
nope!
I can send some tutorials in private messages ^^ (idk if we are allowed to send links in this server)
kk! i added u !!
tysm
hello can someone help me how to export a head with a hair i have been working on from blender to unity?
What had you tried so far?
File > Export > FBX
That's what I asked what you had tried.
on unity whats the steps
How it doesn't work?
Just drag the exported fbx file into unity. That's what call "importing file".
Well is it an fbx
You got the file into unity, that's what had happened.
like i can't see the head on unity and i can't edit it
Is it actually an fbx file?
You have to setup materials in unity.
You need to export the textures as pngs if you havent already
i have not unfortunately
im on blender rn
Well, what did you last add
so I can't sign into my account because it needs a code from my authenticator app
i can sign in through steam and play the game but I can't go through the website or sdk to upload my avi
is the only way to reset my 2fa through vrc support?
are their recovery codes in the game files or something?
Do you not have your authenticator app?
no
i don't recall ever setting one up, I usually just have it send the 2fa code to my email
That's incredibly odd, to set up the authenticator app you would need to have the authenticator app on a separate device and use it to enable it, from memory. I would contact support since there's no other way to access your account without it.
when I say it, i mean just in general, not vrc specifically btw
i totally could have done that years ago but I don't really remember
i just started getting back into it im the past few months
A way to make hair and face match the other textures? (face was fine but wanted to make the eyes glow so i added emission)
is that a question
Actual question yeah. 
Try using the same shader and shader settings
yo
why cant we use vrchat/mobile/lightmapped for android while it says we need to use vrchat/mobile shaders??
Lightmapped is for static world object.
cuz i want to make collor wheen for my avatar but when i use standard light foor my avis then my face also changes colours and toonlit/matcap are both really dark in slightly darker rooms
You could use StandardLite and use its emission instead.
i have emmision on the face cuz then its also seeable in the dark rooms
Then have emission on every part.
wdym
Just enable emission for everything.
i have but then when i do the collor wheen everything changes
That's unfortunate if all materials are in the same object because using animation to change material will affect every other material in the same object.
yea thats the prob
is there no way to fix that
Separate the mesh into different object.
how?
Use blender to separate object.
idk how to do that
Are you able to learn?
idk cuz my avatar uses a .asset and idk how to switch that to a .fbx
That's suspicious if avatar is using .asset for its mesh.
y?
cause we seen waay to many avatars thats plain ripped , if you dont have a fbx its suss as hell
i also hav the .fbx but its just not on my avi thats in my hierarchy
i think
yea i do
You'd have to import the fbx file into blender.
Start over with the edited fbx file.
can i just change m here
No.
y not?
never answear where its from 
You could try it yourself. Sometime it works, but most the time it doesn't.
.
Then that might be good. But more problem would arise if you edited the fbx file.
like what?
Mainly because the object is doesn't have fbx data link, so updating anything would break it.
Most of the time: mesh disappear after editing the fbx file.
but it is the original fbx?
havnt changed the .asset to fbx
That's irrelevant.
Object in the scene doesn't have fbx data link. So it won't update correctly with the fbx file.
so how i changee m?
Startover with putting new fbx file into the scene.
In unity.
but then i need to remake the whole avi?
Yes. Or you could use pumkin avatar tools to copy whatever you added to the avatar over to the new avatar.
can u send me it?
In the pinned message.
does it also fix the material change animations?
No.
Read its github page.
how do i do it in blender?
For what part?
not having the eyes and face in the same mesh so i can make an collor wheel
Edit mode on the object, select all the faces, find and use command "separate by material".
You can google.
you should watch a video about the basics of blender then, its always good to understand a bit of the program you're working with before trying to do "big" projects in them
Does anyone understand how to fix this? i couldn't find anything on yt
(finger bones are the wrong way entirely)
idk how to set the rotation in blender if anyone has any tips ๐ฅฒ
i did it in blender but do u know how to fix the face expressions?
Depends on what you meant by "fix".
Pls im begging i know its early asf but ๐ฅบ ๐ซถ
u know how i can fix so i can put 3 meshes into 1 like the reverse of the seperate by material?
Select objects and use Join command.
what button for join command?
When you want to search for a command, hit F3 to open search box.
would cntrl j work?
cuz it joined them
but i dont know if their all now 1 material?
If they aren't the same material then they're going to joined as different material in an object.
Check materials in material tab in property panel.
ight tghey good thnx
they're using a shader on the head that overlays the menu/UI stuff
Which is against TOS
Need some help with uploading an avatar i made, experiencing many issues; please dm me
Why would somebody do that? (Other than trolls)
I did see somebody like that using an obnoxiously large avatar, with a hidden nameplate in a meet up world the other day
why is it that when i delete the main camera from the scene in unity, it changes the colour of my particle effect??
originally it was mainly used on toxic/crasher avatars so people couldnt see the person using the crasher but ive seen some rare cases where people use it to scare people or for RP stuff
most times though there isnt good intentions behind it
horror avatars with this concept would be sick to scare and troll lol
umm... doesnt a heart hand gesture kinda already look like a claw when you aren't pairing them up?
The first image is showing transition starting from idle position.
yea I understand that...
Clothing animation makes the body to shrink.
how do i get rid of the clothing animation?
Find the clothing layer in FX layer and remove the layer.
omg ily thank you
if I want to have a part that can be moved around by touch, but not have that bone fully rotate, how do I do that?
how do I constrain the rotation of a bone?
how do i change what my avatar looks like when i click reset avatar ?
parented? and also how do I do that
the armature is matched up to the avatar, if thats what you mean
trying to make the ears be a bit floppy, but it doesnt work
i tried copying the tail's physbone
If you know why there's a mix, skip
I have no idea, it just poped up when i was pressing build
is there any possibility i can retexture an avatar when i'm too poor to pay someone or get substance painter
money is a bit tight
Sure, you don't need substance
how would i go about that
edit the textures in any 2D image program
oh is it really that simple?
basically yeah. Substance just helps you work in 3D
there are free 3d tools also, such as some Blender add-ons or ArmorPaint
i see
how do I add multiple physbones? like if I want the ears and tails to move around with motion?
multiple? Just add one phsybone component to the root of the chain (like the tail base) and the rest of the bones in the chain will be affected by default
I have the physbone component on the ear root bone, but it doesnt show up? or should I move the tail physbone compomnent to the tail root as its on the avatar root?
First, turn on gizmos - little globe thingy in the upper-right of the Scene view.
gizmos are on
second, that collision radius might be way small, depends on how your avatar got scaled - try to increase that
Also to note: you don't need to put something in the "root transform" slot if the physbone component is on that bone.
that's for when the component is on some other object
if you're just adding a bunch of random items with VRCFury made by other people then go through each one to check they dont require different settings from each other, if all of them say that you can use W/E settings for your WD (or a specific ON/OFF for all of them) then swap them to be the same as each other, or if all the toggles are just made by you alone then you can choose to do whichever you'd need/like
that collision radius results in this size on the tail
Oh then what's not working? This looks fine
(I'd add some angle limiting though, so it moves more naturally - I do about 45ยฐ)
when I upload the avatar, the ears dont work, but the tail does
show the ears then?
in vrchat or in unity?
unity, seeing it in vrchat isn't useful at all
ah I see no gizmos there. Try to increase the Y endpoint position, perhaps 0.1
can someone please help me fix this. Her toes and fingers are messed up.
rough guess - bad weight painting
it was fine a second ago then i put her in blender added some hairs and then put her back in unity and then this happened
this is what I have for a different avatar..
I can see the gizmos there, yep
I just added the avatar and shaders
why is adding clothes so hard someone please help me on this
iโve been stuck trying to add these clothes for like 4 hours i just want it to work ๐ญ๐ญ iโm literally getting to point where if i canโt install it im fr boutta pay someone to
either you're missing/have a broken NSFW material or script maybe? 
the 2nd error gives a possible solution to it
I fixed the shaders, but it still said it cannot find the shader
does that models description/upload guide list a specific version of the shader that you're not using?
It came with shaders in the avatar, but i have just tried removing poi and putting newer ones in
hoping it might help
you should try finding the offical version of the one that came with the package and see if that fixes your errors, sometimes newer versions of shaders can break that "stuff"
forgot to put these in as well
but it looks like something is happening now, ill tell if it works or not
bump 2
Hello gamers, I've got this BFX file I wanted to import to Unity but I don't know how
FBX probably? Just drop it into your project
no worries!
I can't srop it anywhere
drop it somewhere in the Project window, where it's your project's files and folders
what's the problem?
video explains it
here?
sure, somewhere under Assets.
It doesn't seem to work
explain what you mean?
that's all you do to import the file
I'm trying to drop this file right under XR but the program just won't allow me to do so
Worked
Is the file not valid?
don't put it under XR, just put it in Assets. But you'll need to explain " the program won't allow me"
So when I drag the file there a red denial symbol over my cursor
is the nail a separate object? I'd join them, personally
And it just won't let me
doesn't look like it from that image, weird.
ah ok I don't know what that means other than perhaps that's not a FBX file that unity can read, I'd try to import it into Blender
okay
Check weight paint? Pose that hand/thumb in blender, see how it moves around
^^
Uhh, I'm in blender. When I merge all meshes together with ctrl-J, my textures turn into the second pic.
what am I doing wrong?
probably UV maps - make sure the first (top) UV Map for each object you're joining has exactly the same name
how do I check that?
you didn't need to show a video, just saying it's fine would have worked ๐
it's in the properties area for the mesh objects, below shape keys and such.
ah these?
those
I should change the name for all of them to a generic one? I'll go for it
@somber sequoia It won't let me open it on Blender
maybe it's not a valid file then, no idea what it is
hell
Yeah - joining objects will join the UV maps if they have the same name, otherwise they just all get added to the list and then you have to deal with different ones for different materials.
alright, thanks!
Any1 know where can I find cs2's 3d models compatible with blender?
what could be my problem here? only bug appear when upload try. TaskCanceledException: A task was canceled. VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.BuildAndUpload (UnityEngine.GameObject target, VRC.SDKBase.Editor.Api.VRCAvatar avatar, System.String thumbnailPath, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2490) VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder+<>c__DisplayClass104_0.<CreateBuildGUI>b__4 () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2015) System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <27124aa0e30a41659b903b822b959bc7>:0) UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0) UnityEngine.UnitySynchronizationContext.Exec () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0) UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
Ok this is weird...I "fixed" my model with CATS in blender, and it put my model like this...(The circled in red is the armature and mesh, the green is the transform cursor, and you can see the Central cursor in its usual spot...) What the hell happened...?
just a guess: apply all transforms first
how do I do that ๐ญ sorry that I'm such a noob
select object, ctrl+a, all transforms
old cats? some models do not behave , theres 4.2.1.4
sketchfab cs2 ,multiple there, glb can be imported to blender
Nothing in the avatar called (Clone)
ok I did and ...uhh...
I tried that
did not work
Any ideas to this? ๐
^^
could someone help me with the blush on my avi, i added a face tatoo and its all messed up now
Thank you for earlier. I seperated their scenes, but changes made to one are still reflected in the other. I believe becuase they are prefabs..What im looking to do is have a single prefab, with two instaces of the prefab with different overrides such as shader albedo texture used, the shader itself switching from Standard -> VRCMobild/diffuse and all those little changes.
But even if I speperate their scenes, they still seem to keep changes across prefab insances
unless you save the prefab change to the prefab, those overrides should just be in the scene
Is it because they are blue? I notice when I "upack" the prefab it changes color and sounds liek what I want.
blue is a prefab. Unpacked means not a prefab, is just stuff in the scene and will never get updates from the prefab.
you really don't want to unpack an avatar in most cases.
Is this about the material instead? Im modifying the albedo texture of the material, and that, even when scene seperated and fully unpacked, is still crossing my scenes.
oh - materials are not per-scene, they're files on disk. You'd need two different materials for this.
OMG Thank you!
Basically anything that's an actual file in the Project window won't have scene overrides, such as menus, parameter list, animations, materials, etc.
Thank you I understand!
Seriously, this is what I get for not leaning unity first I guess. FOr along time i've been using only one material for each and every one of my avitar ploads and trying to make fallbacks and etc, its added alot to constantly change the same things again and again. working on a new one messes up the older ones. just thankyou
glad I helped!
how hard is it to copy somethings puppet control onto something else as in another place? i have a prefab that ive basically scrapped apart toa djust it and now im trying to use its puppet control for another toggle elsewhere but i dont know how to 1 move it over and 2 make it control the new fin (same fin but as a base fbx)
trying to finda avatar i made a while back in the sdk in unity and it doesnt list them, it only lists a few recent ones, how do i see the rest?
Can anyone tell me why this chest physbone isn't doing anything?
No colliders appear unless I change Multi Child Type
Or ignore one of the two endpoints
don't put a physbone on a humanoid bone without ignoring that bone, or you'll be a floppy noodle
Otherwise, increase the Y endpoint - your boob bones seem to just have a single bone and physbones need 2+ to work
0.01 ought to be noticable
I see, I'll give it a shot
That helps but it's kind of pivoting in the wrong spot
Is there no way to make it pivot from the root?
show?
this just adds physics to existing bones, you may need to edit the bones if they aren't where you want
is that not where the bone is?
does anybody know what this means ?? i have the file it clearly exists im just not to syure what to do
the red arrow is where the end transforms are
the unity transform tool is on the root
I want to make it bend up here
Otherwise it looks really strange
Like show the bones? Sure
Yeah I'm trying to understand where the bone actually is, it's hard to see it in Unity
Strange set up
no that looks reasonable
One bone in the center, then the ends coming off it
I don't get why it isn't drawing the bone chains from the root
usually you'd want these to not use the root bone though, boobs ought to move independently
Right, I had them set up before with two separate physbone components
And that worked, but for some reason they moved very differently despite having the same variables
Let me see if I can demonstrate
using a root bone for the chest is something people use pretty often, im unsure if its just to make the armature easier to navigate through or if theres another reason though
Is it possible in blender/unity to rerig an avatar's limbs to fit you properly if the proportions are not 1:1 with your IRL body?
In VRC some avatars my foot tracker green orbs line up with their shins
This is what happens if I set up two physbone controllers on the Boob_Root object, each ignoring one of the two sides
I don't understand why her left side moves more extremely
It's like they're stuck together
reduces physbone component count
which is really important on quest since you only get 8 max
there's a hard limit
I can confirm that they are in fact stuck together
Or rather, the right one is stuck to the left one
the left side can move on its own
if something has the same parent and can get away reasonably with having the same physbone settings there really isn't any reason to use multiple physbone components
the only downsides are that it uses a singular extra physbone transform and that you can't grab multiple children of the root at once
that sounds like a weight painting problem
ah i didnt even think of that, i rarely see it on quest models though more so PC only models 
is it? if the left can move on it's own but not the right? it could be a parenting issue?
One sec
are there two physbone components?
Yes
say 2 on the left boob or one on the root and one on the left boob
that can cause extra movement since it's calculated twice
They're both on the root
what are the root transforms set to?
both are set to that?
oh - if you're going to put both on the same object, put them on an empty outside the armature.
there's no need for both if they both target the root bone
but yeah, that.
make sure they aren't targeting the same bone nor a child of the other's root transform
i'm guessing one is targeting the root bone (causing right and left to move) while the other is targeting left boob (causing just left to move extra)
@wooden cairn can you send a screenshot of the settings on both physbone components?
oh i'm not sure why it's set up that way
set ignored transform to 0 and then set each root transform to either boob_L and boob_R
you're putting physbones on the same bone (boob root) twice, it's going to have weird behavior
Problem is then, it doesn't move right because it pivots from the center of each breast
rather than the root
Right - if you're going to use that root transform box, put this component not on the armature
then remove one of the physbone components, clear the root transform box, and then set multi child type to first
most of the time people don't want the root bone to move, but it seems like that's what you're asking for
no, if you're going to target each breast bone with a physbone component, either put the components on the actual bone, or on an empty somewhere else and use the target box.
I think I need to illustrate the behavior I'm hoping for
kazin i think they want the root bone to move ^
yeah then use one component either on the actual bone, or use the target box with the root bone in it.
(not both)
yeah that's probably how I'd want to do this
ahh, then you don't use ignore at all
and they'll move somewhat together
yeah you just need one physbone component, no ignore transforms, and multi child type set to "first"
you can dampen the movement of the root though
Wait, what does first do?
makes it so if a physbone effected transform has multiple physbone affected children, it will still move in the same manner as the rest
I see, I thought it only applied a chain to the first child and ignored the rest
Okay, so that still leaves them kinda stuck together
they have a common root, you aren't going to avoid that
oh actually that might be the case
i swear i've used them for hair this way though
Why is it only drawing to one and not both?
you can try average instead
yeah I don't think that "First" thing is the right answer here
Ah
right - Average seems right
Woah okay, that looks much better
yeah i've never used average before tbh, first has always worked for multiple children for me, but i usually had a center bone and two left/right bones
me either, I'm glad we're going through this, now I know what it's for
i jsut tried to upload my guy and everytthingg just vanished and i cant bring it back does any1 know how to fix?
explain, show, etc. This isn't much to go on, unfortunately
i fixed it nvm nvm !!
๐ save me from content creatoe..
if any of yall could give me help on some solutions to this id appriciate !! whenever i watch yt vids theyskip over it with no issues but if i do i cant use the avatar, favorite itr and other ppl cant see it
Hey I have an question, does anyone know why it keeps showing me the instance I was just in instead of the instance that I clicked on?
Decrease the amount of assets, or split this up, possibly multiple outfits? 250k is a lot.
do they see you as a robot? your avatar might have failed security checks
ive deleted ATON of clothes n whatnot so im fonna try fixing it in blender
im not sure!! do yk how to tell?
being poor or very poor isn't always a problem, it's just that the limits of "very poor" are virtually unbounded, meaning it can range from "barely deserving of the rank" to "crash your whole game"
it shouldn't let you change into it, at least on quest, it'll be grayed out and have an X on it
when you select it it'll say "security checks failed" instead of "change into avatar"
although i've only seen this on quest, so if you're on PC i don't know if it works the same
nod nod
it does, yep
it could also just be an issue in the immediate moment, sometimes avatars appear as error bots for a small amount of time before going back to normal
if you can change into it then it might not be security checks
ive been tryin to fix this for about three days so its prob something on my end
in any case you should optimize your avatar, this will likely fix the issue
don't forget about particle systems set to destroy on stop
ive tried to merge materials n whatnot but im not exactly how im super new to this so im slow bleh
okok!!
i think you can't upload those anymore, i know they updated the sdk to check for it, but ofc you'd have to be on that version or later
@tender ingot also check for broken scripts in your project
that can cause issues even if they aren't doing anything to your avatar
alright!! so sorry to ask but do yk how to ??
every time i try to import build size veiwer on mac it breaks and then my avatars all fail security checks until i get rid of it ๐
could anyone help me fix this? idk what to do and am not sure how to fix this ><
if you close and open your project and it's severe enough it may cause you to open the project in safe mode, either way it should give you errors regarding the broken scripts in the console
alright!!
then you can figure out if there are any and what they are in order to remove them
it doesnt say anything about broken scripts.. i think the main problem is how many triangles n whatnot there is
Anyone know why my descriptor is just kinda frozen like this? I've tried closing the project and opening it again and its still like this
how could i lower my material slots ?
how do i fixed "security checks failed"?
merge mesh objects and/or combine materials. There are a bunch of ways
still struggling w/ this
depends on the reason why, which is hard to see. but look at the discussion we just had
check the "loop" box on the animation file
use an atlas
discussion?
how do i get it to play though
i want it to play by default on the avatar while the head/the rest of the body can move seperately
scroll up in here
not knowing anything about what it does, put it in a layer in your animator, it'll be automatically on.
Anyone?
can you send screenshots
no, there are lots of tutorials on doing animations, and I don't have Unity open at th emoment
it's showing my animator is empty and i can't add a layer
im seeing to optimize it more? this particular avatar is already really optimized. plus it worked a few days ago. is optimizing the only solution?
it's usually the solution if that's the cause of the security check fail.
it doesn't say the cause, thats why im confused
yeah it's annoying like that ๐ฆ
vrchat moment :c
usually it's because you're very very very poor, or something is not allowed - do you have the latest SDK? It should catch a lot of the "not allowed" issues
yeah its all updated n stuff
and its Medium too so idk why it would think its unoptimized
oh so that's probably not the problem
yeah
Reinstall unity/unity hub
How do I make a pose stay outside of pose mode in Blender?
like, save it as the new rest pose?
never mind, I figured it out I think. I saved it as a rest pose in cats.
that'll work
i still get the same response ><
Do you have any 3rd party antivirus?
uhm not that im too aware of
actually thats weird, it only does that when i DONT run as admin xddd
i changed my avatars skin in unity but it doesn't show in game any one know how to fix that?
Why were you running it as admin to begin with?
i didnt know it was, i just gave it a test to see maybe that would be the case
its a similar thing with vcc. it doesnt open unless i run as admin so ig thats the issue. rn am trying to change that tho
turning that off doesnt seem to fix it still
I keep getting an application error when I try to upload my premade model, can anyone help? :'>
What Unity and SDK verison are you using?
Unity 2019, and I'm using the latest ver of sdk
I was told to use the 2019 ver for this specific model
:/
Modular avatars "Setup outfit" is not making the outfit follow the bones anymore. There is no errors, and the Modular Avatar component is created like before. It just doesn't make the clothing follow the bones like it should.
I've checked the bone names and I think they're correct
im having an issue were the armor piece here is colliding with the chest how how do i fix it to were thearmor just moves with it?
it has to be weight painted to the same bones as the chest or it wont move with it
If I do this does it delete any of the avatars on the left side?
weight painted?
something you'd probably have to do in blender
damn it ๐ญ do you know how to do it-? im like fairly new to blender
i js started using it today lol
you'd have to import the fbx into blender and work with it from there. there's lots of rigging tutorials on youtube. i dont really have the time to give a step by step tutorial for this right now. maybe there something else you can do to fix it in unity and someone else can help with that
okay thank you!
currently attempting to upload a premade package, but it wants me to preview through Gesture Manager
I have that installed but can't find how to do that
If anyone would happen to know where that's located it would be greatly appreciated
Ik I have to put the thingy for it in the hierarchy iirc
but I can't locate it
nvm i found it lmao ;w;
ok sooo
since then now we gotta new issue
tested in gesture manager, seemed to work fine
then i decided to hit 'Build and Run' to actually test it better
and i get this
any idea what it might be?
It keeps mentioning a "4096 limit' but idrk what that means, i don't really use this stuff much anymore
ok so uhm
looking into it..
apparently whatever this thing is is
quite bad ;w;
and i didnt know until now lol ๐ญ