#avatar-help
1 messages · Page 24 of 1
I checked the adult themes checkbox since the cigarette, will checking any boxes here ipact my trust rating?
why would they?
dont ask to ask just state your issue
oh srry
how would i fix thr blush issue
thats still not stating your problem
i keep getting stuck on the upload/build stage for this reason
no clue why tho
: / my issue is that the blush on my avatar is broken after adding a tatoo to the face
broken how
transparency
i put alpha is transparency on and its still broken
its not transparent
how would i make it transparent
🤷♂️
either the image is no longer transparent no that doesnt mean alpha is transparency
or your shader isnt set to a type of transparency
ig so
how come none of these toggle are working? 1st image is the settings of all of the transitions, the animations are non-looping, the 'neutral' statemachine default is a blank animation, and the boolean parameters themselves are entirely functional, just the animations that arent working
additionally, only the fishnets toggle actually fully works with the animation
those animation states use different parameters so probably need to be set up on different layers depending on which toggles are meant to be mutually exclusive.
damn
i can do that was just hoping i diddnt need to lol
istg ive done it before but apparently not
also having "can transition to self" isn't going to help out here, you should set it up without using any state if you can
this is why when im workin on non vrchat stuff in unity i just make my own animation transition system
yeah the animators can be really tricky 😔
you can do it on one layer if you use a direct blendtree
a wha
if that means what i think it means im going to explode ive had enough of individually changing transitions already
blendtrees blend between different animations based on the values of float parameters
they are most commonly used for locomotion aimations
1D uses one parameter and has 1 axis, 2D uses 2 parameters and has 2 axes
Direct blendtrees have a parameter assigned to each animation and the animation is played at the weight of that parameter
to set up multiple toggles within a direct blendree, most often a single parameter is used for the weight values that is set to 1 (only existing in the animator, not in the expression parameters)
you can nest blendtrees inside of blendtrees as well
if all animation are set to play at a weight of 1, they will all play at the same time
if you convert each parameter into a float parameter, 1D blendtrees will be able to be used as toggles. The thresholds are where the animation is playing at full weight, meaning if the parameter = 0, then the animation at threshold 0 will play fully. If the parameter = 1 then the animation at threshold 1 will play fully. If it's at 0.5 and there's no animation there, it will blend between the animations on either side
Facing towards light looks good but looks shit when looking away (this is quest)
different types of parameters can be converted to other types by mismatching their types between the expression parameters list and the animator parameter list
for example, the AFK parameter is a boolean. If you set it as a float in the animator, then true = 1, and false = 0. Integers will convert to their respective numbers (0=0, 1=1, 2=2, etc)
there's a conversion chart in the creator docs
For some reason my directional lights in android build mode turn everything blue
anyone else encounter that?
im having issues where my avatar is pink in game using the vrchat shaders on quest. but in unity is fine. anyone know?
Where can I have a tutorial on how to make a avatar? I have experience at 3ds only, for now
youtube users Rainhet, PxINKY, and SippsAvatarBox are good places to start
can someone help me with uploading this avi, its my first time and when i open the project through vcc it just opens my unity, not opening or creating a project and i cant import the project from my files
Do you have a discord link or video on youtube?
you can't search youtube for those names?
I can, but I thought you guys maybe had something more specific since you got a chat channel and stuff
But okay
I'll search it, thanks brother
can u import ur favorite avatar list to other accounts?
no
anyone here willing to run me through a refresher on how to add shaders, quick optimise a shop model, and upload to quest/pcvr. i havent done it in 3 years , i just need a quick runthrough, advice rq. ❤️
Do I need to make a separate project file for uploading quest versions of my avatars or can it just be a separate scene without breaking anything?
It can be a seperate scene, though the first time changing it to the android build target may take a while due to compiling assets for android
that's why people tend to use different projects for Quest
@crimson pendant it can be the same scene
idk if this counts for 'avatar help' but im not sure where else to post, i gifted someone vrcplus and they havent received it a half hour later. how long does it take to receive a vrcplus gift?
should be instant. also #1138891887374237706
they were offline when i gifted them, not sure if that affects anything but steam took my money and my friend keeps saying they dont have it
and oop ty for reference, ill post there if i continue to have the same issue
where can I see the hard limits before they won't allow you to upload an avi for quest?
can someone help me with uploading this avi, its my first time and when i open the project through vcc it just opens my unity, not opening or creating a project and i cant import the project from my files
Where can I find the main menu and options for Rexouium? I want to add my own menu for clothes to it
Arms (and every joint connected to it) has a bone length of 0..?
How do I fix this? This is the first time i've ever hit this issue
Can you screenshot the bone in the scene to the left?
Yes, 1 sec
In blender, it shows its not negitive or anything, in roll or size
So idk what's going on.
The arms also collapse in themselves like this (ignore the materials)
If in blender I do clear transform it'll go back but it still will say the size is 0
Can you screenshot bone hierarchy as well?
Try switching rig type to none, apply, and switch back to humanoid. See how it work.
It doesn't
Have you applied transform for every object in blender before exporting?
I don't export. I go right from the blender file. I do that to prevent scaling issues
Still you'd need to apply transform and save.
How do I apply transform the way you're referring? I think it might be somthing else because if I reset pose and ctrl+z my arm bones go missing (I'd assume they're scaling to 0?)
Select all object and use apply transform command. If you don't know how to access any command, hit F3 key to search for command.
Cool, ty. I'll try that. I logged off for now to give myself a break, but that's something I may of not already done
try reloading SDK
Thats different then re importing it or just re import it
cause I already tried re importing it
See the top menu bar, and click “VRChat SDK/Reload SDK”.
alright I clicked it
Then, see sdk window.
It should be well
still the same
Ohh so, select Authentication tab in the sdk panel and back to Build tab
everything still says loading
has anyone had this issue before? or is it just a new thing
I see
I'll try that then
cause I tried restarting my computer, re importing everything, and now I've tried everything suggested so far
yeah its still frozen 😭
any errors in console?
this can also happen when you downloaded an avatar where the maker included the sdk, and you made a new project and also add the sdk
just these
It set up the sdk for me and stuff and I've been using it for a like good two weeks with no issues
Can I somehow unstuck my avi from this pose back in to T pose, I'm not previewing any animation I checked. Thanks for help.
Use pumkin avatar tools to reset pose.
Thanks
i cant upload my avatar as it says i have 261 parameters whilst i clearly dont. what causes this?
The avatar has too many stuff. Remove some of it
this is because you have some auto installer tool such as vrcfury where the parameters get added on build
i see
you can see the actual list when in play mode and checking that list again
i'm so comfused (okay it magically fixed itself)
why
i can't figure out what is too big
the bounding box
what is the bounding box
thats what you should google
Im sorry for asking but does anyone know where I can find a free dragon ball Z prefab and Substance materials for it? Also I don’t know if this is the right channel but seemed like it so
Unlikely you'll be able to find what you want for free, but jinxxy and gumroad has some good stuff
I need help
please
anytime i try to upload my custom avatar or any of the public avatars im working on to be pc compatable it gives me this error
i have reloaded the sdk
made a new project twice
and reimported the models
and its still doing this
the sdk im using is 3.7.3
BuilderException: Failed to build the Avatar, check logs for more details
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.Build (UnityEngine.GameObject target, System.Boolean testAvatar) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2258)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.Build (UnityEngine.GameObject target) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2448)
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:2463)
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)
Does the package you are importing already contain an SDK? If it does, importing two sdks ontop of each other will break ur project
no
the only sdk is the 3.7.3 that i imported before anything else
i also have issues with that version, i'm just using 3.6.1 for now
try downgrading it to see if it works
having problems with this shirt, it's not supposed to be see through
would i be able to just remoe the sdk from the project in unity
or am i gonna have to make another new project file
if you use creator companion you should be able to just switch it from there without making a new project
check if you have alpha below 1 in the material tab
i can't tell if that's a texture or if you're using an outline shader, but if it's a shader i don't think it can show up on quest
should be fine then
all i have is this
what version of blender are you using?
4.2.3 latest version
i know that in least the version i use and prior (4.0.3), having a material with blend mode set to Alpha Blend can cause the material to render weirdly, similar to in the pic, regardless of whether alpha is enabled because EEVEE doesn't handle transparency very well, though it's changed in the latest version and I don't remember how to change the transparency settings. though if it's just a shader problem in blender then it probably wont affect unity
also you have an image in the alpha slot in this image which is likely whats causing transparency here
try changing this
it should be further down
oh yeah and also remove 1.png.001 from the alpha thingy
it doesn't affect the model by the way, that's just how it looks in blender, it'll look fine in unity
cant find render method
also this seems to have been greatly affected
I don't know where to put this so ima put it in here, but I'm trying to download unity but it keeps saying my computer cant run it which I'm pretty sure it can run it
hi
how do i let
objects move wtih my avatar together
?
like how do i anchor them
to the avatar
are they basic meshes or skinned meshes?
then you can just place it in on your character's armature
it's a mesh that can deform and has bones, weights on it
your character is using skinned mesh
@spark walrus if you want the cube to follow your hand, you can search up your hand in your avatar's armature and place the cube there
or you can use constraints too
@spark walrus where do you want to put your object?
you need to find the exact GameObject you want to put in inside your Armature object
yeah, exactly
cool\
it will follow your head
cute
Checking one last time for the day to see if anyone knows how to fix this. I've tried restarting my computer, reloading the sdk, reimporting everything through unity and the vrc creactor companion hub and I've got literally nothing
Is the armature set up correctly ?
Because if theyre not parented correctly you're going to have to make sure they are in blender
im trying to play around with vrc parent constraints but for some reason i have to keep zero'ing the model cus its offset in rotation anyone know why?
you can configure the armature here and make sure everythings down correct but you might have to make sure the parents are down correctly in blender
Can i make meshes cut out for android?
Everything is parented correctly it does this whenever I look at other avatars as well
It looks like its just the arms and legs ? I think it might just be those two that might not be done correctly, are you sure the upper legs are configured to hip and the arms to the shoulders ?
what determines how big my capsule is>?
Is there anything inside of the pipeline manager
no cutout or other alpha transparency on android
wow
Noob here, but is this the mythical "you can upload avatars" email? I've been trying to import my vrm via the sdk in unity but keep getting the "you don't have building permissions" pop up; so im wondering if this isn't the email afterall ^.^;
That's an email for merging confirmation. You should check your actual trust rank in the vrchat website.
Thank you!
How do I check that
it's a component on your avatar root
That's the one
I can't get this shirt to be non-transparent, I've tried unmarking all boxes related to transparency and yet still i can't fix it
are the normals flipped?
do you have a viewport setting that's doing the transparency?
good afternoon all
i apologize in advance can i ask a general question about importing avatars
if you're doing both quest and pc models for an avatar that uses one of the licensing methods
I thought on the second one you don't enter the license code you enter the id somewhere
the last image you sent still showed an image in the alpha slot
probably this depends on the license method
one of the licensing methods
Oh god, I hope it's not gonso
I'd try select the material, unplug anything that is connected to the Principled BSDF's Alpha pin, and make it 1
but it can be different depending on the version, I'm using Blender 4.2
The entire shirt disappears when that is removed
It is gonso
The channel operator finally got back to me...license code then blueprint id...smh
you're removing the image, but the texture node is still there. you need to remove that entirely
so when you have quest and pc versions it looks like that still only takes up one slot. Is my thinking correct
slot?
your favorite slots
Yes - it's one avatar
thnks
How do i go about doing that?
@Blanke just curious you groaned about gonso and im not a huge fan of some licensing schemes...What's up with gonso so im not surprised later...lol
open shader editor
remove image texture node from alpha slot
"Shading" tab at the top FYI
That fixed it, thank you!
i have imported a paint 3D model into blender but im stupid and dont know how to put the textures onto it
or texture in general.
Textures go into materials, materials go onto faces
You might look at a blender tutorial, like The Donut Tutorial or videos from Rainhet on Youtube
FBX, FX Layer, and Menu/Parameters are encrypted and cannot be edited by people who purchase the avatar if a creator puts gonsolicenser on an avatar it basically prohibiting you from editing the 90% of the avatar. It's extremely anti-consumer
it doesn't help fight package leaking when people could just reverse engineer the assetbundle, which malicious actors will do and actually get to edit the avatar. The people who buy the avatar are the ones who're harmed, the people pirating the avatar in the end are actually able to edit the avatar
🤮
yeah i kind of got that but unfortunately the one avatar i really wanted had it so kind of got stuck with it
and nowadays lets be honest a lot of the licensing schemas are anti-consumer and don't really help the creators
bbiaf
I got toggles working but it won’t toggle off if un-toggle it
Essentially if I turn it on, it’ll stay on. Even if I try and turn it off
is it transitioning to off
is it write defaults or not
Write defaults is on and it’s going from off to on
but is it going on to off
secondly is the animation in the base layer?
if it is delete it
..off to on
why did you ping me
is there not a transition that makes it go on to off
Doing it by hand
It works fine turning on, doesn’t work turning off
I did the copy and paste transition with the true/false switch
I have no idea how that works
I’ve had at least 4 people tell me to use it and don’t tell me how to use it
I imported it and there’s nothing
It doesn’t work for me, like every second click it just goes loads and won’t let me move my mouse
Should I have save state/default state on?
Entirely up to you
What does default state do
documented here: https://creators.vrchat.com/avatars/expression-menu-and-controls#creating-an-expressions-menu
When the avatar is reset, the parameter will revert to this value.
I have one more problem, anytime I enter play mode my avatar just sits in like the animated state
How do I fix that?
are you using Gesture Manager or AV3 Emulator? If not, I definitely recommend it
I am, it snaps into place once I open the gesture manager but if I don’t then it sits in the animated state
tis fine
use av3 if you want it to run initially
ie without selecting manager
also you can open animator in animator component and set empty state as initial one. but i dont think it will prevet biker pose
what is the point of this comment?
heyo! I need some help combining the FX and parameters controllers with my avatars' own via AV3 manager
how helpful
I really don't think anyone will, considering your bio.
really not sure why we're having this conversation
just constant ragebaiting and trolling
being purposefully unhelpful for the sake of it
Are you stuck on something, or just general how to?
yeah just not sure how to do it ;;
drag your avatar into the slot, open the FX animator section and at the bottom is "add animator to merge"
so what if there's nothing present?
Are there tools out there that can auto translate models, as in bone names,mesh names, possibly textures and materials aswell?
Do you not have animators on this avatar?
possibly click the refresh icon
theres translate addons for blender
that is menus not animators. You'd need to add a FX animator if you want to merge something into it
Thank you for the help (especially Kazin), I got it working!
If you don't have one, no merging needs to happen
?
oh i know of those but im trying to find ones for Unity, i got a bit tired of having to port booth .FBXs to blender and back to have stuff translated :P
ah so you do have an FX
yeah but not sure why it wouldn't show up ;;
I dont think there is one for unity
btw which one do you use for blender
purposefully unhelpful
and clearly uninformed or inexperienced

jumps into conversations adding nothing while knowing nothing
Anyway, moving on.
you need unity
I have a macbook that good enough?
You need a computer of some sort to run Unity.
yes
Mac can work
download unity and the sdk package from the vrc website
Hold up its dead atm ill let yall know when its charges
how old is it?
restarting unity fixed it
So I managed to combine the parameters, just not sure how to do the fx layer
Do I use merge on new or merge on current?
depending on the version of blender im using i switch between CATS and https://github.com/powroupi/blender_mmd_tools/wiki/Translations
I always suggest reading the docs on new tools:
"Merge on current" merges on the avatar's controller, while "Merge on new" merges on a copy of it. Sync parameters as needed.
Whenever I try to switch it from pc to android it just doesn't switch. Anyone know how to do it manually I guess?
For some reason my avatar's emotes are delayed quite a bit.
It takes a good 2 seconds to start and 2 to stop.
Anybody know how I can make my avatar a smaller size? I need it down 3 megabytes and I’ve compressed the textures a lot
it may be exit time or if you have an animation with less than 2 frames in it, if it helps you can use gesture manager on the avatar, then open the action controller and select the avatar in the heirarchy, this will let you see the transitions live and help you determine where the delay is coming from
build size viewer is a good tool to break down what assets are contributing most to the total file size. Some frequent culprits outside of textures are excessive/unused blendshapes (typically on high-poly models), animation files, and audio clip files
What would happen if I deleted blendshapes?
it shouldn't effect anything unless the blendshapes are animated on your avatar
just make sure they are unused before deleting them
How can I remove it in unity
it's probably worth it to use build size veiwer for analysis first before deleting anything though
Where would I get that?
I dropped it on, now what?
I swear I just need an add on that’ll compress my avatar for me
open the build size viewer window, then build your avatar
after it fails the build size viewer window should show you what comprises the file size
I guess you don’t have Android Build Support.
I do
Screenshot the console when attempting to
it says switching to android player is disabled
Then you don’t have Android build support
that means you don't have it installed or enabled for this project
Screenshot “Add Modules” in UnityHub.
So what do you mean by see the transitions live?
there will be a blue highlight on the current transitions and animation states, as well as the current time in the animation (via a blue progress bar)
It shows them playing correctly In unity. Just not on VRChat.
does anyone know where to get good dances for avatars? I just wanna get my groove on with my first avi 😭
mixamo has fun stuff, maybe try there
what did you do to cause it?
i cant put a thumbnail or anything
i think you just need to hit the detach button on the right
i was fucking tweaking
isn't Unity fun?
tbf its like my second ever upload so 🥲
I got the animation durations fixed. But now it feels like theres a pause for no reason.
Unity seems to be breaking the sizes of my bones when importing
Any idea what might be causing it and how to fix it?
Your Blender export settings has a "apply scalings" - set that to FBX All unless you need something very specific otherwise
Even if I haven't scaled anything?
Do you have any animations that are only one frame long?
it's a matter of matching blender scaling and unity scaling
Those can cause a long pause, just adding another frame makes it practically instant
do you mean 0.01 or 0.00?
The animations themselves, not the transition durations
Perfect, thank you!
oh good, I was hoping it was that easy. At the upper-right of the export dialog is "operator presets" - you can save that so you don't forget. It's what I do. Also I turn off the leaf bones checkbox under "Armature".
so i made a decoy with my avatar that moves the way my character does but how would i make it move around in the world when i move instead of standing still
You mean like that?
I tried to make face expressions and in the play menu/gesture manager it’s constantly smiling, any ideas?
Hey! i was wondering. is there any way to make a Bone grabable and posable with physbones?
If so how
Like if i were to put a bone on a sword would i be able to grab it?
and also have others be able to grab it?
I know constraints would work but i want other people to be able to grab it as well
i also know very little about constraints
there's a couple of prefabs that let you make such a thing, neither has been updated in a while and neither uses VRC Constraints. But that probably isn't a big deal:
https://github.com/ThatFatKidsMom/Avatar-Prop
https://github.com/sophia1000/Sophias-item-and-weapon-pickup-systems-for-vrchat
Thank You!
(I've used the second one)
thats the one i just downloaded lol
this is for a thing where i want to grab my head lol and hold it in my hand and i thought it would be sick if others could also hold it
haha that'll be fun
Thank you again!!
i still cant upload avatars for pc
i downgraded the sdk to 3.6.1
and i tried 3.7.4 in the creator companion
3.7.x ought to work - post errors or explain what's not working?
its still giving me this error
are there any errors before?
that's not a very useful error, unfortunately.
no
everything was working fine up until 3 or 4 days ago
then i went to update my custom and some public avatars and it gave me this error
take a screenshot whole the unity window. we need more info
what does it do and how is it set up?
So I'm trying to make my first avatar but when I go to import the avatar into Unity, its not showing even though I have downloaded it correctly. Any help?
You imported the .unitypackage, right? Did you do anything after that?
I'd bet there's a scene you have to open
??
I can record a video and show you what I am doing. See if anything is missing
I mean, I don't have your package so I'm just guessing - often the creator includes a sample scene. Perhaps it came with some documentation explaining this?
I dont think so. Idk what the package means
"package" meaning the thing you downloaded, usually a file with the extension .unitypackage
No, it says .vrm
oh. that's going to be a bunch more work
Uhhhh
did you buy this or did you make it with vroid studio?
Vroid
ok, there are lots of tutorials for going from vroid to Unity (and then to VRChat), usually via Blender. That's where I'd start.
Okay thanks
how do i fix this???
Apparently you had outdated AV3Manager.
updated it and still didnt work
Are you updating using vcc?
yh
Sound effect rapidly playing on a toggle. No clue why. Any ideas?
with shoes do you merge the armatrue or do you waitpaint forgot
how do i put it back into normal pose?
if you go through the armature and go into the inspector and right click rotation and hit reset, that may help
you may have to do it on a bunch of parts but it's saved me whenever i have that mistake
ymmv
you might be able to shift-select them, maybe - cant test rn i hit a wrong option and its crunching all my textures again
does it only happens in play mode?
nope in normal mode
do you have an animator tab open somewhere?
yea
oh i closed it its still the same
idk what causing it then
It rarely gets stuck like that, but.. what you're thinking of is the Preview being enabled in the Animation tab.
The Animator tab is entirely different
You can either try to put an animation on the avi and play it in the Animation tab, and then stop playing it, and that might help put the character back into T pose
yeah animation tab, i closed it but opened it back up for this
Or there is a tool that you can use to fix it
Select the avatar in the hierarchy and look at the Animation tab
See if you can play the animation
played it, nothing
thank uuuu!!
Np :D
how do I fix“ loop in parent“
okay this is the third avatar that I've had this same issue with, all are models I've edited in blender so its making me think that its,,, most likely a blender issue or an issue with my export settings?
Issue: the left leg when in game and in play mode/ GM skews off to the side
I've tried: Resetting and enforcing t-pose | Rig in FBX is correct | not a gesture manager issue | GoGoLoco does not fix it | I've made sure the bones in blender are correct (alt/r in blender) | export settings are nothing different except FBX all and no leaf bones and ive attempted it with turning animation off |
I'm completely lost and no one seems to know what else to try ;0; any ideas are completely on the table I'm just so lost
pictures are normal legs outside play mode then legs with GM/Play mode
if it looks normal outside of game and play mode it likely has nothing to do with blender. to me that just look like an idle pose set by the animator layers.
edit: checked one of my avatars with gogoloco and it does the same thing, this is intentional behavior
how do I fix“ loop in parent“
Anyone know if there's a way to disable GoGo Loco's default sitting animations?
Can someone explain why its giving me these Warnings and not allowing me to upload, It gave me this out of no where. I had just uploaded it no probelm an hour ago or so. Not to mention the Rigging was like it shows in the second image when I uploaded it the first time.
Its Mapped but saying its not Mapped or Specified... Even though it is.
You had many red errors in rig configuration scene, so the rigging can't be saved.
Oh- So if all the red goes away, then it will save and I will no longer get the Validation Error?
Maybe, maybe not. This probably isn't your single issue judging from how your rig looks.
I see, welp time to go and try to fix it
Found a way to fix it, thanks for the help.
how do I import with vrcx my avatars>?
Use vrcx to import what of your avatar?
from one account to another
Like moving uploaded avatars or copy favorite avatars?
favorites
Do you see import and export button in the favorite menu avatar tab?
How it doesn't work?
Does it show import menu?
yes
Did you process list before importing?
I did
Does it show list of avatar?
yes
Did you select a group to import into?
Then do it.
It's right beside the import button.
for exporting I dont need a group right?
If you didn't select export group then it's going to export from every group.
well i have to manually select all avatar names
ok this way works
thx
I had to choose a group to import the avis to
ren
is it possible to get a user's avatar ID's>?
BRO dose anyone know how to fix loop in parent rhkfkfhtyeur
is anyone able to help explain to me how to properly import a model via VRC companion? unity as a whole is so confusing to me lol
Where does this pop up?
blender
Are you trying to parent the mesh to the armature?
nuh uh
I was weight painting
Maybe...?
Cause that does not sound like something that should happen when weight painting
hi!
Is Cats plugin for Blender still relevant?
I'm following Rainhet's tutorial series and she uses it. But now, in Blender 4.2, it throws the following error when I try to install it
btw, do I even need to follow her tutorials to make a custom avatar? I tried to ditch it and just use documentation but it doesn't seem to cover everything.
i.e. how should I name bones in my rig - should I just copy the naming of bones of example avatar (Dynamics Robot Avatar) precisely? and what if my character appear to have longer spine or three arms?
great, thanks!
new problem
Oh god.. so many armatures
I looked through it in VRChat documentation, but they almost don't mention any specific names for bones. Yet Rainhet seem to use the same naming as sample avatar. That's why I'm confused if naming is even important
Is the head / neck area not under that armature or...?
idk man I merged the body and head armature
There are multiple conventions you can follow
But this is more of a Unity specific thing. This is not specific to VRC
Neither blender nor unity give a damn about naming. Realistically though, do you ever want to deal with errors mentioning bone.0035678743e being broken? If you care to find things fast, name bones to what they are. I personally follow the unity rig config names
ok, that clarifies a whole lot for me! thank you so much!
The only thing that you should watch out for in theory, is that the twist bones should not come before the actual child bones
For example:
UpperArm
|_Lower Arm Twist
|_Lower Arm
This is wrong.
The Lower Arm should come first here
But did you also merge their separate armatures? (If they were separate)
Also meshes cannot have humanoid bone names, aka head bone and mesh called head
This is a new thing in Unity 2022 ^
You could do this in Unity 2019
how do I do tht

Undo until things go back to normal, and try to merge the armatures, with the help of CATS
wow that's surprising.
and what happens if they do?
Unity yells at you
It is just not allowed
noted
But this should be fine, since you rarely have to separate the head from the body nowadays, unless you are doing something gimmicky, or you have a head with a ton of blendshapes (for face tracking or something)
This used to be an optimization tech that was nice to do in 2019, but it is no longer needed in Unity 2022
so does it mean that I should combine all parts of my character into one mesh? what if that's a robot consisting of different parts? or if I just have hair made of several locks?
fewer meshes is more efficient, especially if they have the same material
Combine as many things as you can, if you don't need them to be separate.
This is important to reduce the number of draw calls
Even if they use the same material, it still costs extra draw calls to draw it
Each mesh is 1 drawcall
Each material is 1 drawcall
If the material is double sided (so no backface or frontface culling), then 2 drawcalls
crying
And that is what hurts. Drawcalls
is neck child of chest
Is something still messed up?
Oh I see.. the neck.. good catch lol
it happens
Yeah.. even if you don't yell sometimes
can you vc me to make sure im not doing anything wrong ;-;
I'm not home ._.
crap
Doing something wrong is a part of learning process.
Yee
i will repeat
is the neck bone a child of the chest
joining two armatures does not tell the bones which other bones to follow
okay, then just say that so i can tell you
you will need to go into edit mode on the armature (not pose mode)
head or body?
armature
not mesh
the armature for both should be the same object
once you have that, you want to click on the neck bone and see this menu
realistically, your neck bone should have "chest" or "upper chest" or similarly named ones as parent. it should be the bone below the neck in your picture, which should make sense to you
youre not in edit mode
now you pose it again and see if the armature now sticks together
okay
omg I luv you ( in a friendly way)
tysm
for some reason my pants won't link onto the legs but the armature link is there on the sweats prefab
not the clothing
this is your hint
the hip bone of your pants is called different than on your base so its being added as new bone rather than merged with the hip as should be. rename the clothing bones so they match your base
so do I rename it Hips
or what
I'm actually opening a project where I did this to confirm 🙂
what do you mean, it looks fine... 🙂
fr 
yeah ok that's right - "link from" should be the root bone of the asset, and "link to (avatar)" should be the target bone on the avatar.
what would the root bone be....
looks like Hips to me
drag that bone into the slot
the root bone is almost always the first one under Armature
Is there anyone here that may be able to help me with animation issues for a recently purchased Avatar? i genuinely dont know what is wrong or why it doesnt want to work. I can display more info if anyone is willing to help. Please and thank you
You'd have to provide enough detail of your issue when asking for help. No one would be able to help without knowing the issue.
The avatar has a sword that does particle animation effects with the reactions of gestures. [[Shown here https://www.youtube.com/watch?v=KPSOD6BNDPg at 02:32]] but for some reason it is not working at all, i have not touched or edited the avatar. just did the process of installing req packages and then the avatar project then straight upload
^ mb
If the avatar doesn't work right out of box then you should contact the avatar author for the issue.
Any idea what could be causing my Avi to collapse in on itself like this?
FBX setting doesn't match with the previous fbx.
So when I make any changes in blender, I should set it up in unity as a "new" avatar then?
That would be better.
Got it, thanks!
so i tried figuring this issue out yesterday and failed to do so, im having a problem where the physbones with the chest arent moving witha piece of clothing and pretty much hides the physbones itself can somebody please help me with this?
Hi I'm tiying to do a dissolve toggle with poiyomi, It's not my first time doing it but right now I'm having a weird problem. The dissolve works fine in Unity but I can't animate it, When I go to animation the alpha slider don't do nothing at all
But works if i'm not in animate
happens without gogo as well though :/
You have to lock the shader if you're using the renaming feature.
Before animating, I mean.
It is locked, also tried with unlocked and without using the renaming animating feature
hmm that's the only thing I can think of as obvious, I've done this a few times and it's worked fine
Yep every time I did it on the past works fine I don't know what could be
oh you're using this to animate the rainbow growing? That's neat
The animation clip you've showed there looks like it's animating the not-renamed property though, did you delete that and redo it after locking?
got a question relative to blender, am i able to fit clothing onto an avatar if its an fbx file? the clothing i have doesnt have an .obj at all and its only got an fbx
Blender imports .fbx just fine, so yes.
My avatar's head only rotates a certain angle away from the body before stopping. Is this a VRChat-specific issue or an avatar/model-specific issue, and either way is there a way to bypass it?
okay, cuz the only issue is that the clothing fbx already has an armature because its made for my specific avatar model, but it just has smaller boobs and the outfit was made for huge boobs 💀
once it's in blender, all of that can be changed in whatever way you want
should i delete the already made armature for the outfit and just redo it once i get it fitted? i feel like thats the best way to go about it
I'm doing everything again and test
usually when I attempt this yeah, there's no need to keep another armature unless it provides bones not in your avatar's, such as for skirts or maybe straps with physbones.
you'd need to rename vertex groups to match the names of your avatar's bones, so the weight painting works out. But you'll probably have to touch that up anyway.
sometimes it actually is better to just ditch all of that and restart
got it, i'll see what i can do, im trying to follow this tutorial on youtube so i can fit the outfit but the dude has his example as an .obj so its already so much different lol
eh, file format mostly doesn't matter
doesn't change my point that it's caused by the animator layers, have to mess with those to change it
OOOH my bad i thought you were saying gogoloco was the thing doing it
yeah, i probably could have made that more clear
no worries at all! i’m just trying to find a fix so i was open to anything ;0; i’ll look at the layers when i get the chance
it's either the proxy_idle animation or proxy_stand_still from the sdk (or both)
danke, i’ll look 
possible easiest way to fix it would be to modify and save over those animations directly, but that would affect every avatar in the project
otherwise you'd have to replace every reference to those animations in every layer
hi!
I'm trying to make a Quest Avatar and SDK says that it uses unsupported shader, but I can't understand how to fix this.
I chose VRChat Standard Lite shader for some material but there's another material in my character with similar name where the shader set to Standard and cannot be changed.
What should I do in this case?
You'd have to remake that material, it's the one embedded in the model file and can't be edited.
how do I remake it? In Blender? how do I choose the required shader then??
no, in Unity. You can just Assets -> create -> material
you can probably also copy the one that's in the FBX file too, if you can find that file, you can usually expand it in the project window and select the material and ctrl+D to duplicate it
looks like I already remade it (first screenshot), didn't I? but what to do with it now so that error's gone?
how to use the remade one instead of embedded?
drag it into the material slot on the mesh object in the scene
(mesh object like a part of your avatar: body, clothing, etc.)
yeah in the pic on the right, it looks like you found the material embedded in the model file - ctrl+D will duplicate that outside the file so you can edit it. Then just drag it into the right material slot
you're welcome!
bump (but real)
i think this is intentional because otherwise rotating too far would make the avatar look like it's breaking it's neck
dangit- i assume there's no fix then?
not that i know of
Look at the Inspector for the model, rig setup, muscles & settings - limits are setup here
FBT does tend to override these though, I suspect head tracking will too
still need help with this
Why's my whole menu gone, how do I bring it back up, i'm a massive unity noob
window
then click whatever u need like ur inspector hierarchy project, console, animation etc
I went in layout and put the default one in
Seems to have worked
But thanks nonetheless
Just a little question, because for some unknown reasons i really cannot find much about Generic rigged avatars--
Is it still possible to assign head and arm movements to avatars with a generic rig?
I know there's the VRC Head Chop script, that hides the head, but I would like to know if it's still possible to make a complete avatar like that.
Otherwise I just make like always a humanoid avatar with bones that have no weight at all
Can anyone help me with uploading an avatar I’ve looked at so many videos downloaded things and got it to work some what but could never import the avatar so I gave up and deleted what i downloaded so I can find someone to do it for me please 😭
I just feels wrong to create a lot of useless bones
Download the VRC Creator Companion app (if on Windows) and follow the steps, it pretty much tells you everything you need to do
Then import the prefab (if using a prefab), in the tool bar click "VRChat SDK" and open the panel, login, name it, add a description and thumbnail, and there you can upload it.
If all you have is a fbx or other simple model, it is more complicated than that tho
Thanks but I already went through 2days of trying to figure it out. So I’m trying to find someone to do it for me
Head Chop shows things on the head, the head is hidden by default for the avatar wearer.
oh! i thought it was the opposite
sorry about that
yeah it's got a funny name
But if what you want is humanoid movements on part of the avatar, you need the whole rig so VRChat can run the humanoid IK, or you have to do all of the locomotion yourself.
I don't think anyone can do it for you, since it would require you to give that person your login info, which is not very secure (and i'm pretty sure against TOS)
but maybe someone will be able to guide you through?
Oh, I can make my own animations and stuff, I mostly want hand and head tracking
IVE had multiple people guide me and couldn’t do it 😭
I have showed my screen and everything and no one could figure it out
I think the best thing people can do is publish the avatar on their own account and then let you clone it, but then the avatar wouldn't be private
Honestly, try again with a guide, and whenever you have an issue, post it here and we'll help you
Then what specific things do I download
Generally, the issues are quite simple
VRC Creator Companion
Ok I’ve downloaded that before
You do need Unity, but the VRC Creator Companion normally downloads it for you
or ask you to
It is quite stupid proof
amazing guide, thank you
Following the official documentation is always the best thing
I know, text, but hey
it's still very useful
can anyone help or dumb this down by a LOT for me, i need to get rid of like,, useless vertex groups in blender?? but im not understanding what this guy is saying at all
heres the link
https://www.youtube.com/watch?v=fV2Dr5F445w&t=171s
at 6:12 is where im stuck
why do you need to get rid of useless vertex groups?
but you just find the group and click the little minus button to the right
no idea, im just following what this guy does lol
unless it just, works either way??? since the outfit is FOR my model specifically?
ahh you mean vertex groups for weight painting. So yeah, you need to make sure those are named the same as your avatar's bones are.
wait, i think its good either way, im testing it in pose mode and the outfit moves and stuff
nice
The amount of vertex is not affecting the performance ranks as far as i'm aware soooo
i guess it's good
There's a link on the page I linked that tells how to install unity hub - have you read that?
difficult to say without looking at the specific tutorial, but if it moves fine, then probably you don't need to do anything with vertex groups
soo im at the end where i delete the model of my avi, do i just delete the whooolleee thing or just the body? if i delete the whole thing it like.. makes it super huge in the background
delete the model?
yeah like, the model itself, with everything
ah if i do that all the layers are still there
wtf how did this guy just delete his model no issue then
really no idea what's going on there
like, he just deleted his avatar completely from blender so it shows just the outfit + its armature
huh, is that a thing you want to do though?
(did he just hide stuff, rather than delete?)
he deleted it yeah
because he basically just made an outfit for his model
because the outfit he was working with, didnt fit his model at all
ohh
would i just keep everything for mine then since the outfit was made for my model ?
what was your goal again?
to make the outfits chest part smaller to fit my model properly
since i have my model edited specifically to have smaller boobs instead of huge ones lol
I haven't looked at whatever tutorial you are, but were I doing this, I'd add the mesh for the clothing to my Blender file for my avatar, shape/weight paint/etc. so it fits the body, then export the body + clothing into Unity and call that an avatar.
oh okay i got a python error when i tried to download the outfit
yeah no i just cannot download this at all
idk wtf is wrong with it
download?
figured it out 😭
i had to go through and literally delete eeevvrrythinggg with my avi, manually
now i just have to figure out how im supposed to get it into unity because i do not see what i just saved at all
file -> export -> export FBX -> correct settings (likely scaling: fbx all, disable leaf bones) -> overwrite existing FBX assuming you didn't unpack your avatar
okay i just had to manually do it again from my files LMAOO
cuz whenever i try to import it with unity, it doesnt show up for some reason
but yeh i got it and everything fits :D
Avatar is acting extremely strangely in regard to shaders. The attached video is what happens by default (aka whenever I join any world), seeming to offset my avatar slightly whenever I move. This is usually fixed by doing Options>Avatar>Fallback Shaders, but sometimes when swapping to a different outfit (and thus a different material), it brings the issue back. Does anyone know what could be causing this?
Also for context, I removed Poiyomi recently, so that could be a potential cause, but I've been sure to set all of my materials to Toon Lit.
where is the overwrite existing fbx
i put it into unity thinking ohh yayy it works, go to gesture manager and the gloves are still in the t-pose stance and not even connected to the hands
That is an action you do, not a thing you find?
all i see is export fbx, so
and?
oh well its either this was just a waste of my time or i'll try the blender cats method and hope to god that works instead
not sure what that is other than a semi-automated version of the same thing we've been discussing
I am trying to flip a hair style horizontally for my avatar, but I do not know how. I have tried setting the X scale to -1 both in Unity and Blender but this causes problems with the normals.What is a good method for mirroring a mesh?
I have also tried using this script in Unity, but it does not work either.
https://stackoverflow.com/questions/51100346/flipping-3d-gameobjects-in-unity3d
for example if an avi uses different shader for different parts (poi and liltoon) and I wanna add PCSS, is it possible by adding both PCSS for each shader in the project or it can only be either one?
im currently on android for vrchat, are there any android avatars besided the fall backs and default ones?
you don't need to show the image twice within a minute
Sorry
You don't need Visual Studio at all for creating VRChat content
you selected it in the UnityHub Editor installer, close out of anything visual studio related, and you can uninstall it like any other app on Windows through Windows settings
2022
in the builder tab of the SDK control panel
what Unity version did you install btw
Im confused
I clicked on sdk docs it didn’t do anything
It just sends me to a page
yeah
when you click to see the SDK docs, it shows you the SDK docs
VRChat SDK -> Show Control Panel -> Login -> Builder
That's where you want to go.
Well, if you imported your model and set it up
yes
what
no
huh?
why are you back here
Idk man I’m so confused
okay let me just
https://youtu.be/8yaQY0arCnc?feature=shared&t=92
This is a 4 year old video, and it's about worlds
But it's pretty similar and haven't changed a lot since
Just follow until 2 minutes
OH
It shows you how to access the Builder tab
I got it
Hey, did you read the documentation?
https://creators.vrchat.com/avatars/creating-your-first-avatar/
This is really important if you want to know how things work
This is a very short TLDR of stuff when creating an avatar
But if you're using a prefab, you won't need most of that anyway
Have you downloaded the model you want to import
Im trying to import an Avatar
What filetype is it
Not make one
Dose anyone have a good free women base? (':
nope, sorry, maybe you can find something in Gumroad or Booth?
Hold on I’m trying to login but it says my password is wrong even though I just reset it a few mins ago 😭
Ooo okay :D
ty!
Anyone know how to fix this?
Bro I can I log in vr chat normally but in unity it says it’s wrong
well is it a vrchat account
Are you using a prefab that requires a certain shader?
If yes, make sure that you imported it before importing the model.
Yes it is
I think you need one to install the VRC Creator Companion anyway, so i'm pretty sure they have one
Idk 😭 I barely know much besides knowing how to upload and etc
like an actual vrchat account and not one of the auto generated guest accounts like steam/meta
No it is a vrchat account
Check the page where you downloaded the model, it usually says if it uses a certain shader.
and is the information actually correct
Yes it is
It doesn’t mention anything about any shaders
then it should just log in or also be asking for a authenticator code
Well,,, i don't know the problem then, try uploading the avatar if possible anyway, and maybe i'll work?
It won’t upload until I fix it 😭
Is booth trusted enough?
You'll probably have to contact the creator of the avatar then :/
It’s not working
Never used Booth myself, but i've heard it's really good. Everytime there's an avatar / prop festival, I see everything being hosted on Booth
Ok NVM I got it
yay
If then it tells you that you don't have a high enough rank to upload things i'm giving up
reminder that only New User and up can upload content btw
it probably uses poiyomi
Hi!
So i m working on something that use radial puppets to control the power of a light and on my side everything is fine, but for the other people, when I'm about to change the value with the radial puppet, it goes 100% for a second and go to the good value selected... why is that? I m using a blendTrees to do this animation.
I never got this problem before so ... Is this a me problem or a VRC/Unity bug?
Uh how do I do this
What do you want to do
Pretty sure it's just VRChat network sync interpolation, do you use anything like a parameter compressor on your avatar?
Yes, you still haven't added your avatar
Import your prefab.
And place it on the scene
How
Simple drag and drop the prefab file.
Hoping it is one
You still haven't told what kind of files it was
Oh ok here
no, I don't think so, I was using VRCfury but I tried to remove it and it didn't change anything
It is a prefab!
Let's go!
You shouldn't drag and drop that tho, it is a Unitypackage
You must import it from files
Which one do I do if I wanna do quest
Ok
the one that literaally says quest on it 😭
But you would also like to upload the PC version, so that PC users can see it in its full glory
-# you see how i am suffering
I was confused bc since I’m on pc idk im so slow
To be really simple, we will just do the Quest version FOR NOW
yall are mean 😭
I mean-- You literally ask questions that are answered in the different docs--
We are doing our best to help you
ngl though it would probably have been easier to just look up a tutorial than come here for every single step
some people learn differently
Seems like you did it!
I got a error at the bottom tho
Now drag and drop LOVE Quest (the one with the model as an icon) to the scene
yellow text is just meaning a warning, it's fine to ignore majority of the time.
:0
red text is what to observe
I put it to android right?
Do PC, Android and iOS
If you do only Android, only users on Android will be able to see your avatar
How would I do that ?
By default, you should be on PC.
Oh I changed it to android 💀
Just upload it as normal, then, there is a "Platofrm selection" drop menu, and you should be able to switch
Oh, well upload it on Android for now
Then upload it on PC and iOS.
Similarly on how you switched to Android
Oh ok good
How do I change this so it's horizontal again and not a drop down list? I can't see any of the texture pics anymore
there's a zoom slider on the bottom right
Omg ty
Hey! im using the amongus follower, is there a quest compatible version available now that we have the new constrains? i tried to auto covnert and it didnt worked
Was able to import materials but blender 2.9 won't embed textures onto the model. Already used auto pack into blend and the copy save
did you add the textures to the unity project
I added a folder for it but I'm not sure why Blender isn't letting me export it all together. I can't figure out how to fix it in Unity
( @spark walrus sorry for ping, maybe this would solve the issue)
oh wait it's greyed out
I'll try this! Materials came out fine but yes the textures are greyed out completely
trying to test it myself, usually i just remake the materials.
I'm just confused why the YT tutorials are effortlessly transferred with the textures. I think I noticed when I save the model it's not in a blender project folder?... I'm not sure why that's happening. Is that what's wrong?
are the tutorials also using 2.9
I believe so, that's the only version that's compatible with model fixer with CATs
that I know of anyway
I only want to use the model fixer option because it's the only thing that parents the bones and lets me move them together on the X axis. If I knew another way to do that I wouldn't need CATs. I'm new to Blender and Unity sorry. 😭
select child bone then parent bone and hit ctrl+P and keep transform
Would I need to do that for each bone set? I'm trying to adjust a shoulder bone and a few feet bones
also, i saw one thing online say that the textures wont embed without having the textures plugged into a principled shader node. i would assume that importing the files into blender would have auto set up the materials with a principled shader but t's worth checking on that
you can select and parent multiple children of the same parent bone at a time
as long as the parent is selected last
also even though the texture embedding doesn't seem to be working for you, you'd still have the option to set up the materials manually for what you already have in unity
So the sleeves on my hoodie I jerry rigged onto my Booth avatar base are stuck in a T-Pose while my arms are swinging around. Is there a way to test posing in Unity before uploading to vrc and see if things stuck correctly? I hit the play button and do something I think?
gesture manager is good for testing stuff in unity before upload, and that sounds like a weightpaint issue
Ahh Gesture manager, thanks.
Might be weight paint, but I think it might be something with Modular avatar not automating something properly and some bones didn't merge. Half the outfit works, sleeves and goggles are frozen lol
how do i fix this 😭 i literally dont have an expressions tab in my radial menu and gestures and what not dont work
press configure
every time i fix it to tpose it just reverts it so idk
no idea what this means either
oh, if you have a mesh named "Head", rename it
i renamed it and still have that problem 😔
in the hierarchy or in the fbx?
hierarchy
Sorry to barge in but I'm trying to make a personal edit and i can't get the materials from Blender to show up
Dude i have no experience on doing anything with avatar could y’all help?please
Amigo, no tengo experiencia en hacer nada con Avatar, ¿podrían ayudarme?
needs to be changed in the actual fbx/prefab, not just the hierarchy
like rename it in blender and reimport it?
im trying to test if it can be done in unity by unpacking the prefab, but yeah, what you said is the way I'd prefer to do it
i tried renaming the head mesh in belnder and reimporting it, it gave me the same error and tried renaming the armature head and still same error im so confused
both seperate
didnt do it at the same time
there's gotta be an extra object named head somewhere, i'd try searching blender the scene like in the pic, vertex groups can be ignored
these are things connected to the head??? im new to blender so idk what any of this means
if it's under the dropdown that says "vertex groups" ignore it, and there's a mesh object named head in the second pic
so rename it ?
yes
alr
head_mesh or something
still says the same thing in unity 😭
what does it look like in the configuration tab?
my avatar is stuck in cycle pose in editor D:
i see that top bio
off topic
what does it look like on this side though
youre my new favorite person