#avatar-help
1 messages · Page 27 of 1
839k? wow, that sure is something
Is there a way to have both expression toggles AND hand gesture toggles without conflicting?
sure, you just have to work out the right animator logic for it to work the way you want based on the inputs.
Does anyone know how to make manual reload function?
reload what?
Gun reload
you really need to optimize your model! (its whats preventing upload) if you've got multiple outfits/toggles maybe seperate them into multiple models?
surely that depends on the gun asset
Wdym by that?
I mean there's no standard for how guns work so whatever you're trying to do is probably going to be pretty specific to the gun you have
The only thing i wanna know is how can i grab a amo and put it into the gun and make it shoot after the reload, I've sean avatars got reload function,
I wanna learn how to do that
You'd have to figure out what action is triggered by grabbing the ammo and cause it to happen via some other means
how do u create proper logic?
Figure out exactly what you want to happen when whatever conditions occur, then work out the animator logic to make that happen. I couldn't explain it more detailed than that without actually fully understanding the specific goal here.
well you'd either have to have a toggle set for them or prioritize one over the other. What I typically do is create a menu for the expressions. The default (0) has none of the toggles on, and instead allows you to use your hand gestures to change expressions. Then if you want an expression permanently on, just select it in the expressions menu. If you toggle the active one off, then it switches back to using your gestures. I always include the default facial expression in this menu as the first option, which is essentially the same thing as disabling gesture-based expressions
i find this method fairly intuitive. The menu expressions are priorotized over the gesture-based ones, and simultaneously serve as a toggle for gesture-based expression puppeting
does someone know what to do ? ):
ah I replied in the other channel
Im new to blender, im trying to import a texture but the Model stays silver?
Like this?
the other errors have not occurred anymore but when I try to upload, I get the MainTex error 88 times 🫠😂
it's got to do with a shader, but beyond that there's no way to know what the issue is from just that message
Nodes, as in in the 'Shading' section, the node editor at the bottom
Im so sorry if im just not understanding but thank you for your patience
that's the thing, yup
The texture shows up in this window but in the main layout its just silver
what viewport shading mode are you currently on
oh- pick "material preview" for the viewport shading mode - bubbles at the top right
you'll need to be on Material Preview or Rendered to see materials render. Material Preview being the fastest
WOW im SO SMART- Yall are the best 
Tysm seriously
I was thinking in the past: what are those nodes, seems difficult. In reality - it's the same as everything on the right panel in viewport, but easier to navigate...
here's where I suggest basic blender tutorials. They're worth the time.
hey guys, i'm experiencing a weird bug when i try to change the shader for some hair to the vrc toonlit shader.
by default, the shader is liltoon. but when i switch it to the vrc toonlit shader, weird ness happens. what could be causing it?
i already tried creating a whole new material, setting that one to vrc toonlit and applying the texture. and my sdk is set to android build
left is normal liltoon, right is vrc toonlit
this is also my first time trying to make an avatar, and its me making my roblox avatar into a vrchat one
does anyone here have a prefab or shader that is basically a voice visualiser? (kinda like those avatars with a line [On a mask] that turns into a waveform that changes with the way someone talks through their mic)
I wanna see if i can try to put that on my avatar and learn from it but idk how to create it. if so pls hmu or ping! id love to learn so!
the problem is likely vertex colors, which would need to be removed in blender
i think people usually use audiolink for that https://github.com/llealloo/audiolink
yee, but how would someone make it where, instead of world audio, its mic input
where would i find that in blender?
Use the Voice parameter https://creators.vrchat.com/avatars/animator-parameters#parameters
after importing the fbx into blender, select the mesh, go to the data tab (green triangle), color attributes, remove everything there and export back to unity
oh wait i forgot about that yeah😅
alright. i'll try it
it worked! thanks!
probably combine voice and viseme and you could get close
😂
like what kazin said, voice and viseme parameter together would look decent, use viseme to create specific waveform shapes, use voice to amplify them
there's an avatar I've seen that would emit particle letters matching the visemes, it was a neat trick
idk if this is even the right place but VCC SDK is uploading my avatar as a world? how do i fix this?
for one, don't load the world SDK in your avatar project
i'm not very used to making anime style models, i more-so make western cartoon style models, if anyone has any advice on how to improve the shape of this head lmk
i just can't shake the feeling that the head looks very off, especially the cheeks/side of the face from the front
if it helps i'm trying to model kagamine rin, specifically riliane lucifen (the daughter of evil)
Right? But the issue is that when i do not load this in, i cannot even use the VRC SDK wont open the settings at all I only get these two options:
They’re in there 🙂
Use Windows Key + Shift + S to screenshot, show your console tab for errors
(scroll to the top of it first though)
can someone please help me with this big bump in the road problem? im making a custom avatar (and still learning how to) and i really need help of where to put roughness maps (using poi pro 7.3 to 9.0) cause just about all of my textures use those maps to actually add the fabric look to the asset and i cannot find for the LIFE of me where i need to put the maps but without the roughness being added everything look exteremly flat
Reflections & Specular, smoothness, check the invert box
do i add it into packed maps or cube map?
expand packed maps
omg thank youuuuuu you just saved my entire night ive been pulling my hair out over this
Poi docs are pretty good, definitely check them out
do we know if theres a fix to avatars tht are giving errors like i know the avi is fine but i cant load it
or if there gonna fix it
most likely it's not fine if it's showing a security alert. but obviously it's hard to tell what might be wrong from here
if i reset the game thy work fine or if i wait a few minutes
im not talking bout whn they r takn down or have an x
ah interesting, sounds like a user support question then, rather than avatar development
if that makes since hard to type on vr keyboard
and ive seen it happen to others
this is def new
I think that nose is way too sharp. The line often seen around the nose by the eyes is to help differentiate the eye from the nose. You can still have it smoothish and dainty though.
having issues with some avatars hands not moving with the animation, hand is set up fine, it just doesnt get overidden by the animation
oh no i'm fine with how the nose is, that's part of the normals, not the geometry. It's intended to be used with a cel shader in order to create a harsh line for the shadows on the nose, so they only ever fall on one side or the other
something like this
i can very easily remove it without effecting the geometry
i've edited the proprotions a bit since i last posted those images, i think this may look a bit better but it still feels a bit off
it may just be the lack of ears and hair though idk
Hi I come back to this game after a few years and am trying to make an avatar with sdk 3.0
Does anyone know how to have it how i can control how closed my eyes are in response to how far the trigger button is pressed? I have it on my old avatar ( have fist emote be closed eye face) and want to have it on a new avatar using sdk 3.0, but putting the expression on fist doesnt seem to work the same
Hello I'm very new to avatar making n stuff and I'm trying to use this kirby model as my avatar, But I encountered this any help?
How would I make a particle shoot with just a fist?
Click "configure". It'll bring you to the bone assignments where you can manually fill in the missing bone. Unity is far from perfect when trying to auto map bones
does anyone know what mirror does on the fx controller?
Oh can I get the link to the doc you’re looking at
is there a way to convert fbx file to unity?
This is a rather odd question and i feel like it would make more sense if we knew what you were trying to do instead
i have a model for an avatar but i need to open it in unity to convert for quest but it wont open cuz theres no unity file... idk if that makes sense im kinda new at this ;_;
and its kind of an obscure avatar so theres no instructions with it
Okay so let me explain that part
unitypackages consist of fbx files, prefabs, materials and textures. You don't convert an fbx, the fbx is part of it.
If your avatar comes as fbx instead, you can import that fbx just by dragging it into your asset folder. From there, you want to go over import settings and then drag the asset into a unity scene
i see, thank you < 3
Do you mean height?
total size
Size of what? Download size?
There would be only minimum eye height at 20 cm.
Wide and depth size would be dictated by the minimum eye height.
so i cant just be a pixel?
There is no concept of a pixel in 3D space.
u know what I meanm
when u use a plane
is backface culling on or off in ue4?
if u create it in unity:?
Your definitions always are different from many people here.
tf is that question
which one>?
I'm not sure if that relate to a pixel. Or did you just started a new topic?
new
Backface culling is dictated by material shader, which is defaulted to cull backface in unity.
Cull mean do not render.
is off
Off means there is no cull, which mean there is nothing being un-rendered.
That mean it's culled.
i used the default plane 3d object
Of course that's expected behavior.
u said it hsould b e rendered
When did I said that?
What?
yes
How did you read as "off"?
Cull both: un-render the mesh
Cull front: un-render the front mesh
Cull backface: un-render the backface mesh
Cull off: render both face
i think many shaders use cull backface by default
Your problem is avatar orientation. You rotated the Y axis down while the game will orient it back to up.
Make your avatar root object empty and add a plane object as child object of the avatar and orient the plane object.
Yes.
gonna try sth
if I move the plane into the ground will it be brought back up in game>?
to ground level?
i once had a tank which orifgin wanst same as ground level, tank ended up being half below floor level
If it's a child object of avatar root then it won't.
ok thx
what determines the blue box>?
that bubble shown in vrchat?
the size of it
View position.
i see
I want to turn those basic socks into Nike white socks
where should I put the nike logo in the texture for the socks to not look all fucked up?
(im new)
same

@burnt bison click auto fix
done$
did it work?
nah
let me see ur console
it says build failed
what
send me a screenshot of ur console
ok wait lemme open unity rq
u want a pic of my meta quest
thats my consle
no yestedday
no but like from which of those do u open the project
yes
no
poiyomi, fury... etc
btw i bought this avatar
Ill send u them in dms if u dont mind
holy shit if the open is taking this long i cant imagine the upload
Does anyone know those two Avatars by any Chance?
🤷♂️
You have to look in the Channels&Roles channel. This applied to most community servers where only some channels are visible by default.
Hi, question, why do clothes become transparent on the inside when I import them into unity?
Is there a way to stop that
Welp, i just found a way to fix that for quest too.
Duplicate the mesh in blender, flip it inside out, merge em, export again.
That is the bad way to do it, if you want to be even slightly optimized then only duplicate the faces that will actually been seen, you are doubling your poly count for basically no reason.
Fair enough, thanks
ASAGAHAHG help
I have been following a guide made by Tupper and all has been going well until I try anything with the sdk. Errors just pop up for funzies. I am trying to upload the avatar as both PC and Android as well. I assume putting it as Android does that already, however as for optimization I don't know what else I can do. I am so far in that idk if this channel will be able to help me. As for the second screenshot I don't know if the prefab down there is actually doing anything. I am more than willing to answer questions as I have been working hard juggling my job and a bunch of other things. Even spent money for this, albeit tools that saved my life.
putting it as android doesnt do that
you need upload per platfrom
2nd error #avatar-help message
other errrors just show that stuff is not compatible with android oob, need mobile shaders/less physbones and so on.
hey i'm a bit new to avatar development so excuse me if it's a v simple question: i'm trying to export an avatar to vrm with an outfit using modular avatar for outfits, but i am unsure how to get it to be rigged onto the model in the vrm format. are there any tutorials that include that part for vrm exporting?
So I'm trying to upload an avi I bought. I can upload the pc version just fine but then when I try to upload the android version it'll say that it's 'successfully uploaded' but then the avi doesn't have a quest version & will also now be unusable because it 'failed to pass security checks"
I'm assuming it's a unity/ vrc companion issue because it's the same for another avi as well. There's no errors I can show since everything says it's good in unity
I tried switching versions in the creator companion & redownloading everything and that didn't do anything
I want to remove unwated animations but I dont see any, what am I doing wrong?
not sure if you fixed this or not but the thing preventing upload is unity constraints and texture memory (click auto fix and lower the texture resolution on all the textures used for the model) perhaps also optimize the rest of your model better as those stats are kinda ick
I uploaded a copy of my main avatar and suddenly it says security check failed, even though the "original/1st version" works fine. Does anyone know why?
find the FX layer, parameter list and menu then remove the toggle
i helped her, but she's a quest player, and her avi is over 10MiB
so now she's looking at a tutorial I sent her to turn it into quest
idk how I found it but I found it thank u
hello, is there anyone that could help me upload/download an avatar?
download? 🤨
also its better to just specify what you're struggling with then vaguely asking for help
well its my first time using unity so im not sure exactly what im doing at all
I want to reduce some size because rn its at 221 MiB, but last time I tried my avatar's face turned red, and im scared to do it, what should I do?
My validations won't show up pls help me fix this, I'm almost done with the avi😔
just click autofix
I can't because it won't show any of my validations
It's blank
Aww darn it
try closing and re-opening your unity to see if it shows anything in the SDK panel or Console
sometimes it just bugs out like that
Alr
would anybody be willing to create my avatar file for me to upload to vrchat? i'm having a stroke trying to figure out unity. i have the sdk file and shader downloads but i cant ... do the thing i dont have a functioning pc 💔 please direct me to the right place if this isn't allowed as well !! i'm just bleh
Hi, someone hace open commissions or can help me doing an avatar?
dont ask here it'll get you purely scam DMs
look for VRCTraders in #1204490664637890580 they've got a verification process for their comm artists
same with you go get a verified commissioner there and dont accept any DMs about making stuff for you!
though if you dont have a PC getting it into vrchats going to be an issue as getting someone to upload to your account isnt safe or allowed
,,which is y i also saidif anybody was willing to drop the two files and export the pack and send it to me for myself to upload to my account with the creator companion
because i figured logging on to my account isnt allowed yeahi just phrased that weird prolly
Is there any way to bring a browser search/media player to an avatar? even just local
I have an smile animation that continues moving the eyebrows and mouth a little (1st video) that i want to put as my expression. However when i actually put it on my avatar and try to activate it it only plays the start of the animation and doesnt continue the animation like it should on the first video. the animation just stops playing after the smile. This seems rly simple but haven't found a fix this. pls help
My avatar looks white from some directions...and again from some directions..it looks fine..normal...but I need to fix please help
What does the animation file look like? Does anything else in the animator use those blendshapes
Does anyone know how to fix turning speed it is way to fast and how to fix when looking in a mirror my avatar is far away and when i move my head it moves the full avatar in the mirror and I does not show my avatar when useing my hands
Okay so i have an avatar here with a few toggles made via animations. I dont want some of these toggles but when I delete the model and animation the toggle remains in the expressions menu
Menus are separate files you can edit separately
and how do I do that
any idea why the Vrchat mobile/standard toon shader does this to my avi?
Adding emission helps but that seems like a bad solution...
there are many tutorials for these things, and some docs: https://creators.vrchat.com/avatars/expression-menu-and-controls
ahhhhh i found it
Hey, is there a really good youtube channel with super simple step by step steps on the import to upload process for avatars? I'm struggling so hard, my brain is like a fried potato
PxINKY, Sipp's Avatar Box
Uncheck everything, if you want to build for android (Android includes Quest) enable android build support (by itself, no submodules)
Why are you ignoring me
That's not really how to ask for help
I'm not going to help you if you're going to act entitled like that
Probably the people ignoring you don't actually have the answer you seek.
personally I never saw the original message.
ig this is what you mean by how the file looks like? and yeah i have other animations that uses the same blendshapes
OOOH OOH, I actually know the answer to this one! The issue with yer avi is that you need all the shader plugins that came with the character in the read me file, go back and look at it and add them all to yer project in unity and reupload the avi!
The keyframes specifically
Now i need to understand... I'm not really into these.. i only know how to upload avatars...
trying to find my hand gestures to change the eye shape on on each hand gesture but i cant seem to find the animations in my FX Layer anyone might know why?
oh yeah no lul thats a funny coincidence
Aloha
And there was only unitypackage of avatar...nothing else
Even on the website? like under the avi picture?
Usually if you scroll down there's plugin requirement links you can copy and paste into yer url bar
Guess the big question is, where did you even get it from?
Only thing i found is..shader name...nothing about version
probably that's good enough though
I don't even know if its pro or classic
Sounds like Poyomi.
Yes poiyomi yet
I'm sure it'd say pro if it were, and you don't need Poiyomi pro unless you're doing specific things pro provides.
What is the Avatar's name, where did you find it
i have other expression animations that uses some of the same blendshapes and one layer that might also use some of the same blendshapes
That would be an issue if the states for that are active at the same time
Try a duplicate animator with just the "left hand" layer in it, if that works then that means your animator is fighting for the ownership of those properties
@somber sequoiaThat explains a lot.
? I wasn't asking
No, I was including you in on the conversation lol
thanks, but there's no need for the ping
Anyway.
(for the record, the page literally tells you the order to import things and one of those things is Poiyomi)
aha, that avatar is for sale on payhip
no?
it was more that I was following the trail others started, where the version on vrmodels is likely stolen, unless you paid $45 for it.
oh so you didn't. k, good luck then.
Nope.
With a pirated avatar.
yep, sure is
sum1 make me a ira skin and ill give u a kiss
any yall help me out on this? just updated my vrcc and now the view position edit just wont work, created a new project and still wont work..
you've got gizmos on, right?
Is your avatar positioned at 0,0,0 and gizmos are on?
no fucking shot
ive been making avis for three years and just made a rookie mistake
gizmos were not on
ha!
thank you LMAO
I've made this one more than once
someone make him a avatar and ill give u two kisses
Ah apparently that annoying person has left, very nice.
Is it possible to convert blender files to unity? I don't see unity esque files
export an FBX from Blender, that's what Unity wants.
190k hah
can someone send me a weightshape tutorial, i must be missing something, im at 33 attempts of getting the weights right
Is there a highly detailed video for dummies on how to do this? I'm really stupid when it comes to instructions.
I don't even know what an fbx is >.< goodness but thank you for telling me
file -> export -> export FBX, select both mesh and armature, set "apply scalings" = FBX All, disable the leaf bones checkbox under Armature.
FBX is a sorta standard 3D file format.
but otherwise there are many videos which show this, yes.
Do any specific youtubers come to mind who go into detail for dumb dumbs?
and do i do that after dragging the files into unity?
I cant delete a material from Particles. Its just gray.
I don't even know, man... TO YOUTUBE!
Particles use a material slot, you can't remove that. what are you trying to do?
that's an embedded material, you can't edit it, you'd need to swap it wherever it is
what thing did you click on though?
huh?
Is there a easy way to weightpaint skintight clothing? Stuff keeps clipping.
wdym
I'm trying to figure out what this is and why you feel you need to change it
There are tools that can attempt to match the weights of the body underneath but if the mesh topology is different than the body, you're going to be fiddling with it, and probably won't make it work ideally
Because I want to put neon material on it
and not this 😭
ok so you simply swap the material then
you don't know which object it's on?
I'm not sure how to find where a material is used
no
Oh
It worked ;D
I had to drag it in th esection where it said new element
;D
Do I need to install blender to import blender files into unity if they are already sealed up and ready to go?
I'm still very lost and have no idea what I'm doing here
I also didn't mean to, but i misplaces some of the files outside of the folder and now i'm even more lost. If it's not too much trouble, would it be okay if somebody talked me through the process through screen share maybe?
Yes, it needs to use Blender to convert them. Better to convert to FBX yourself (using blender) and put that into Unity.
No idea what any of the other files are.
bumping this ^^"
are you on the latest SDK?
Click manage project on the project in creator companion, and screenshot the screen it shows
what Unity version?
Does anyone know what might be going on here?
I have a left and right hand FX controller that controls my facial expressions.
but it seems like I'm ending up combining my facial expressions rather than one hand entirely overriding the other.
Is there a way to have a facial expression turn off the other ongoing one?
I believe this might be a write default issue or blendshapes animation problem?
2022.23.22f1
it won't let me select both mesh and armature
no
"apply scaling" should be FBX All unless you have really good reasons otherwise
gotcha! jeez you guys are like life savers holy crap
Does anyone know how to fix turning speed it is way to fast and how to fix when I look in a mirror my avatar is far away and when I move my head it moves the full avatar in the mirror and it does not show my avatar when useing my hands is shows as invisible
is there physbone components on the main avi armature?
Yes there is
The avatar will break if theres one on the main bones- if youre tryna put physbones on something like the hair you would have to put it on a hair bone, not the head. Same with if you wanted a tail to move- you would put the physbone component on the tail bone, not the hip
it's technically possible if you enable "IsAnimated" on the physbone component
Ouuu i didnt know that ^^"
i think you’re in the wrong place dawg
help, i can’t remember how to fix the “failed to upload file” error because it’s so not helpful
weight painting
Id recomend looking up some youtube tutorials what what ever youre tryiung to do
I realize my mistake, I fucked up alllllll ofthe bones
every
single
bone
except the hair
thankfully I alone spent just under two hours on this, so I get to just start over
though this is probably an accurate depiction of how my own irl bones feel at any given time
Is there a way to fix this? when the legs spread apart the middle of the mesh goes ballistic
Looks like bad weight painting
it is, im just not sure how to fix it. ive been at it for 4 hours now
managed to fix the weightpainting on every other area to avoid clipping, its just that part left.
I'd say remove the weight paint from around the crotch area
and then tweak it to your preferences
what’s the max amount you can have?
can anyone teach me how to make and avatar quest compatible?
there are yt vids for it that’s what I used
Open the parameters asset, it tells you
Either remove parameters till you're in the clear, or use a parameter compressor like VRCFury's
remove all physbones, convert all shaders to vrc mobile shaders
would vrcfury help with customs ones
were do i find the physbones?
Custom what, Parameters? Yes, it'll compress float parameters by default
Hello, for some reason when I use the avatar height feature in-game. My avatar doesn't scale. Only the camera moves up if I want to get taller, etc. Anyone know why this might happen?
I have already checked viewpoint, removed any cameras in the FBX file and in Unity. I have also redone the whole FBX (asset but added my own stuff to it) without merging any bones or removing any bones and renaming so there are no bones with the same names.
Assistance needed, helpeth chat 🙏
Is your avatar humanoid?
It's humanoid
Apply all transforms (in blender) (and combine the meshes if you want better performance ranking)
And other avatars work?
could you show how the avatar looks like in the hierachy and the rig tab in the model's import settings
Does the avatar use anything like gogoloco
yeah
what version are you using, show the avatar descriptors playable layers
I'm convinced blender hates me
Maybe I shouldn't be using them with WD?
Looks like a finger bone might be hidden? Do Alt+H
.
already tried that
even went to check weight paining
painting*
any quest avi people know any reason this is happening/how to remedy it?
@wraith saffron any news?
my sdk wont open projects just the unity hub help
?
Another bone is missing!
@upbeat kernel you
still opening a project but i'm typing what i can remember real quick
from what i can immediately recall, to fix the whole physbone count issue, go to the top bar and click Tools, go to the dropdown that shows and click VRCQuestTools. It should have something called Remove Physbones, don't worry it won't remove all of them at once. Once you click it, select the avatar you want to remove physbones from and it'll show you a list of them
Uncheck the physbones you do not want or need, and get the total amount under the maximum for Quest and then click apply
how do i change the shaders to mobile?
if you have VRCQuestTools it's a couple of clicks but manually you just go to each texture and it'll have a dropdown for shaders
you click VRChat > Mobile >
and either choose
Standard
Matte
or Toon
they're the only 3 that really.. Work
I prefer Toon Lit because in some worlds the lighting is weird and can make my avatar pitch black on quest
could you help me with that?
You should be able to handle it, just go step by step
Find the material in your assets and click on it
then go to the very top of your inspector and click the dropdown next to shader
and you'll see what Michael was talking about
my quest tools isnt showing up anymore
can an instance owner mute a user?
i saw someone toggling my mic off over and over it was really annoying
I wonder if the host of an instance is able to do this or if this is some hack
hosts/group mods for an instance can do that, and its usually a sign you're doing something that annoys them, like playing music or saying something realllly stupid
in ur mind
I mute people's mics all the time if they're saying something incredibly stupid, playing loud music over their mic, or doing something else that annoys more than just one person so lol
Hello, I'm trying to figure out how to use unity but I keep getting this error message about having UnityPackageManager.exe. I also don't have the Server folder in my package manager folder. Any advice on what to do with this info?
I tried reinstalling Unity Editor but the same thing happened
if you turned on View Hidden Folders and its not there, I think your computer needs some therapy
I can't seem to import this package. Any idea why?
View Hidden files is turned on yes
should i try reinstalling unity hub? or does that not matter
wait ok i found it in a similar folder, but i get the same error message
are you using any anti-virus software such as Avast, Kaspersky?
if so, try disable it and reinstall the editor.
more update, it needs the unitypackagemanager.exe from the 2022.3.22f1 but the only place i have one of those is in 6000.0.29f1-x86_64
the only thing i have is malwarebytes, i tried looking in it but no alarms for it went off
hmm... could you take a screenshot about installed Unity Editor? (open Unity Hub and see installs tab)
try remove 2022.3.22f1 and reinstall it via Unity Hub
if you don't want to use default install location, click gear icon at the left upper in the page and change Installs>Installs location
Howdy guys, my avatar is likee, weirdly twitching when doing absolutley nothing and ive identified it to be the locomotion layer but idk how to fix it. any help would be awesome 😭
which one should i install
click "Install" on the page to prompt Unity Hub to get the correct version
ok ill let you know if it works in a while since it takes forever
anyone else having issues with imposters T-Posing?
I've been trying to upload avatars. I've got CC, Unity Hub, Unity. I know how to create new avatar projects, I know a little about poiyomi shaders. I've watched a ton of youtube videos, and done a bunch of querying ChatGPT. I've in rare instances been able to resolve all the inevitable errors that always show up when I import an avatar from Gumroad. But even when I make it that far and I click on Build and Publish, it just gets stuck on Progress "Building Avatar" and never finishes. I'm looking for a place to go to ask questions to help me get over this final hump so that I can successfully upload my first avi from Gumroad. Is this the best place for me to learn the stuff that I'm lacking? Or are there other places that can help a noob like me figure it out?
looks like it worked, thank you!
this seems as good a place as any
just send over some more specific questions and people can help:) It'll probably help to send your error logs if the avatar is failing to build
Im still having a problem guys :(. My avatar is weirdly twitching and I dont know why. I removed all layers and she still twitches, I have no idea. No colliders, etc.
my avatar has failed a security check and i have had this avi uploaded for a long time im not a crasher quest side can see it but when im on pc its just a robot and it just happend after the update
first, make sure your sdk and creator companion are up to date, if they are then maybe start looking at how optimised ur avi is, you can send the stats here if you're not sure if it's too unoptimised and stuff :)
other than that it may be caused by certain packages, you can start to remove animation layers from your avi and see if that fixes things?
if none of that works then idk :(
make sure there's no jaw bone mapped, that can cause locomotion issues I think, also click on ur avatar in the heriarchy then I think under animation in the inspector just remove the animation layer
I'm not at pc i can't check what it's called :(
but if you click on ur avatar and send a screenshot of the inspector I'll lyk!
there is no animation controller
had to take a screenshot of a YouTube video, sorry for the low quality, but make sure there's no animation layer here basically
idk then
sorry :(
I will see about removing jaw bone
also just make sure all the bones are mapped properly too
sometimes the chest doesn't automatically get detected
Might I ask if anyone knows a simple tutorial for a walk cycle display in unity ? ^_^
anyone know why the clothing of the avatar that is uploaded not showing?
Ack so um, I have Av3Creator and I just set up some toggles but when I go enable the emulator to try and use them none of them work, like I some things will auto toggle off that were ment too but even them I then can't interact with that option either >~>
Bruh. Does this mean VRChat's servers said no?
Unrelated, somewhat related question. How egregious is the bandwidth usage of Disney+?
what did I do wrong
Got this one this time.
I'm on desktop rn but I usually play in vr with fbt
maybe if I calibrate my fbt it will be normal?
This is the first time I'm hearing about that.
That looks like an issue with either the muscle settings, or an issue with the rig its self.
The reason I'm asking this is because I need to know if I need to wait for my brother to quit streaming. (He does this all night.😒 )
Ok.
I tried to add a capsule collider to right and left leg. I also added colliders to the skirt.
I also tried to do it with cloth later on
I tried to have insert capsule colliders for the skirt and this gave the best results till now .
But it's still little cranky.
I don't know how to do it tbh
Old
New ..
This is with another outfit .
It's kinda tricky though due to the maid outfit has 4 skirts under it
The problem that I had first is fixed it seems that I used the wrong tool to fit the cloths on. I now used fury tool
But yea no idea how to fix the issue it seems everything gos in to the front due to the insert capsule colliders attached to her leg but only in sit position
But without them it doesn't react how it supposed to be.
any way i could fix this weird rigging issue in blender or unity..?
should I just import one of the models from prefabs?
Rename the bones in Blender. You got Upper and Lower arm mixed up.
does that usually mean that it's all set up for me
It's worth a try. Remember to backup your project!
i know this isnt correct to say, this is an issue with parenting and not bone names .w.
It thinks your bicep and your tricep are swapped. You named the bone that should be attached to the shoulder with the name of the bone that should be connected to the hand. Lemme quick draw a diagram so it gives a better visual.
that worked
Noice :3
Is there a way to reorder menu items generated with VRCFury?
I've only ever used it once, but I'd imagine it would be done the old fashioned way.
using a Reorder Menu Item component
I'm blind
I was looking for that exactly and couldn't find it
Thanks 👍
OOooh! I had no clue that was a thing! 😄
Still just kinda stuck ;-; Idk what is going wrong
fixed via blender, it was just a bone that became unparented, and not renamed
someone help me please, ever since Blender got updated the weight painting tools are RUINED
I don't know how to use anything, there's no subtract tool anymore and I'm losing my mind trying to figure this out
what is this??
Subtraction is still in the blend type
Here I thought it was a naming issue. 🤣
lmao, imagine pirating an avatar and getting upset that people don't want to help you with it
haha yeah
dunno, they work fine to me, same as they have for a while now. Subtract seems to be ctrl+add, I never used that tool since I have a tablet and also that trick.
does anyone know the thing you put on your avi where you can move your arms for desktop?
gogo loco??
i can move my arms on desktop with gogo? how?
how do i do that?
I dont think you can specifically move your arms with gogo loco but theyre newer version has alot of animated stuff! Defo recommend in general for desktop
there used to be something you can move your arms with with like a redial
Anyone know the fix?
heyyy i bought a free asset off of gumroad (a flashlight) and it gave me a license key right
.. where do i put that?...
i dont know what i do with license keys bc usually the prefabs i get don't have them so i'm just kinda staring at it and looking through my SDK
for anyone worried, heres the receipt in my email i just have no idea where i put keys
ig i just.. try building again? god VRCC is such a fickle jerk
squints loudly at the fact it went up fine this time despite changing nothing
god i hate you vrcc
clears throat
thats the neat part. you don't /s
in all honesty you can actually still upload it
its just telling you that if you made this avatar, and you get this error, there MIGHT be animation issues when you load into it in VRChat, but 9 times out of ten, unless you messed with the Defaults, its fiiiiine
I have FinalIK component on an avatar (FABRIK) the VRChat documentation says it's an allowed component however in game they don't function like in unity (play mode)
could anyone helps 👉 👈
Hi again haha. Would probably be a good idea to post screenshots of what you're doing as av3creator is not a very well known tool at all like I mentionned to you earlier
FinalIK components are allowed on avatars but they aren't guaranteed to function as VRChat uses a heavily-modified version of them. Furthermore you have to take into consideration that your avatar already uses a specific execution order that you have to work around
That's a pretty broad answer but I think I get what you mean ? You have to take a gamble to see what works properly ? I thought that the FinalIK stub fixed that kind of thing? It's confusing, I just wanted to bypass using aim constraints -3-
FinalIK stub is just a bunch of FinalIK skeleton prototypes to allow you to upload stuff using FinalIK without having it in your project. It doesn't do anything by itself and can't be used to test in-editor
If you want to test FinalIK in-editor, you need the full FinalIK package. But that doesn't remove the fact that FinalIK components are used in modified forms by VRChat.
So, is it worth me trying to make FinalIK work in VRChat for what I need it for or not, this isn't really answering my question
I can't give you a better answer than this. This is following what the documentation says and informing you of what the stub is. Usage of FinalIK component is largely undocumented but you could try your luck by asking the VRLabs community, I know a few of them have tinkered with those components quite a bit
its called make it urself with animation
make a hand move up down left right
and radial toggle on them done
Hello, for some reason when I use the avatar height feature in-game. My avatar doesn't scale. Only the camera moves up if I want to get taller, etc. Anyone know why this might happen?
You may have a scale constraint on your armature or somewhere that takes priority over it
Would you mind hopping into VC quickly and I can sharescreen? Armature doesn't have anything on it directly.
Sure I'll take a quick look
I updated my unity version to 2022 and it broke my avi, its karin model. How do i fix this? i have it on some other avis too when i update the unity project
guys
i really need help
how to fix this i cry
i bought vr and trackers and model for this game and get these error i cry
you tried reimporting the vrc sdk?
omg whats that
There is a scale constraint on the "eee" stuff. With target transform to be my avatar.
could be an issue?
That would do it
Try clicking this button and then click the plus symbol afterwards to reimport it
wow thank you let me try this !
Enough to remove target transform or, do I have to remove the whole scale thingie?
Well depends what that eee stuff does but you can at least test by disabling the constraint
I got no clue so I will just disable and see
Yeah that worked. It now works as it should. Thanks for the help :)
Happy to help
wtf i fix it somehow thanks for ur help😭
np it mentioned vrc sdk so i assumed so
So... how do I fix so the feet aren't pointed inwards like this
in the "idle" pose I guess
Hello there! Can someone help me with the problem that my Avatar is having, it seems that the Viseme and maw movement of my Avatar isn't doing anything. It's eyes move, doesn't make any facial expression, only this one:
Also I'm suggesting on your problem, is the animation like that as well? As in the Unity Editor?
If I press play then yeah
Otherwise no
So there is a chance that it's the animation for the idle pose. When you press play in Unity, it starts it in a idle pose I believe. So if you can try to change the animation for the idle pose with a different one, and see if it changes the pose, and doesn't have the legs pointed inward.
in Unity? Did you map the jaw bone? If so, unmap it.
How would i map the jaw bone, even if I did?
Play mode in Unity, using Gesture Manager or Lyuma's AV3 emulator
well I assume gesture manager does this - I use AV3 Emulator
I use the Gesture Manager, am I able to to use my mic with the Gesture Manager, to test it?
no. there should be a way to trigger each viseme
I'm really not familiar with doing this in Gesture Manager.
Ok, let me try it
It's seems to not work. I might install the AV3 Emulator
Still no outcome
must not have your viseme blendshapes setup right in the avatar descriptor, or maybe they aren't present on the model?
This is how I have them setup.
it is
and you don't have a separate head or something
i might just remove the avatar and import the original unitypackage for the avatar
It isn't
Yeah I'm gonna start from Scratch, almost everything is so cluttered
do i reimport poiyomi?
I'd try that, yes
couldn't hurt. do you import Poiyomi via the VCC package?
no gesture = avatar not humanoid
it's super convenient to get it via VCC
I use https://poiyomi.github.io/vpm/
for the easier version control
okay
yup, that
tyyy
is it just me, or weightpainting shorts is like, the HARDEST piece of clothing to weightpaint
I usually just grab the legs and scale scale them out slightly to have shorts
Yeah shorts are pretty hard
Don't be afraid of moving the clothing mesh further from the body
im almost done weightpainting them
there's just one little hiccup here
might just try to pull the mesh more out
feels lazy tho
Just grab a section of the hips and leg then duplicate and scale out
Now you got a good base to work with thats already weight painted
i dont think i follow
OH! that's for making new shorts, no, im weightpainting something that i got off gumroad.
thanks for the suggestion though!
I haven't done much weight painting but what I usually do is that I copy the armature and delete all the bones I don't want to assigned to the thing I'm adding, and then I Parent With Automatic Weights, delete the temporary armature, and assign it to the actual armature. it's scuffed but it works most of the time
Does anyone know how to fix it when I move my head it moves the entire avatar in the mirror
you sure that's just the mirror?
either your model's extremely offset in the rig configuration or viewpoint is off on the X axis
Yes and I can’t see my avatars hands
if you can't see your own avatar by looking down, it's not just the mirror having the issue
where can i find the default animation controllers for the avatar in unity? i've been looking everywhere
Why is the generated imposter for my Avi A-Posing?
Packages/VRChat SDK - Avatars/Samples/AV3 Demo Assets
how to add accessories to an avatar if it already has it on
wont show in gesture manager
How did you add it?
I don't vc. Just take a screenshot of your current setup.
Yes.
basically, i have the outfits and etc but in the wheel, its not showing. why?
Did you actually create a menu for it?
You didn't for sure?
ye
You didn't create the menu so there will be no menu. Unless the asset were setup with modular avatar and there would be auto menu.
i didnt create one ig
does anyone know how to add bones to a booth avi? im new to this and want to add tummy bones
Uhh
My vrc sdk is broken for this one avatar
I’m trynna upload
Like it won’t open
😭
compiler error?
Blender
sorry about this but how do i do it i blender? i can never get it to merge with the armature without it combusting when i put it back in unity
If you unpacked the avatar at all in unity you are fucked
whaaaaa
but shes fine after editing her and all its just when i try to add a bone to her armature
🥲
Never unpack the avatar
Yeah don't unpack, and export from Blender with the same settings as the previous time, and it ought to work out just fine
The whole reason why it breaks it becausw you unpacked it
occasionally you have to redo the rig setup, but that's only if you reconfigure major humanoid bones
When unpacking its literally not the fbx anymore by unity's standards and cant be repacked
OH NO
i didnt unpack her
she looks fine in blender before i try to add a bone n fine in unity too
she died everytime after i added a tummy bone and exported it to unity. this is my 6th time inporting her package again n sculpting.
Then drag in a new copy of the fbx instead of trying to keep the prefab in scene
okie dokie
how do proxy animations work? i'm trying to slightly edit the "peace" animation from what it usually is in-game to just the middle finger in a different position, but the proxy_hands_peace that's in the sdk is nothing how it looks in-game, so when i build, it's all screwed up. i really want to avoid repositioning everything from scratch. is there a way to figure out how to grab the actual animation that i have in game and put it in unity?
do you already have a layer of gestures in your animators which use specific animations for these? Or are you using the default gesture layer
i copied the animation controller from the sdk and edited the "Peace" one to my changed animation
forgive how i named things i've been doing this for like 3 hours
ah I was asking if you already had some animations which were not the default, but I guess not
oops sorry
everything else i kept "proxy." i only wanted to change the peace sign
the solution i see is to just go into proxy_hands_peace and reposition everything manually but i'm hoping there's a way to just grab the animation that actually plays in-game and just make two adjustments
I haven't looked, I assumed that was the in-game animation
it apparently isn't. it's slightly different
I'm not sure what this image shows, but I believe you. That's interesting.
Why not just edit that one
i'm trying to avoid it lol. i can realistically do it, but i was wondering why they were different
Pretty sure the default animations are generated ingame
Not really
alright gotcha
i appreciate the help, otherwise i would be still searching for animations that weren't there, i'm just gonna position everything manually
Hellooo, i'm having an issue, i bought an avatar and some outfits made for it, but i dont know / understand how to combine the base prefab of the avatar with an outfit prefab, if someone can help me manage this out :,)
Blender
Is it the only way ?
The only way that wont multiply your bones with every piece of clothing
do u have modular avatar?
I'm not gonna use it in VRC, but for Vtubing, i already know how to turn .unitypackage into .vrm, i dont think it will be an issue if i delete the base clothing to add the new one
idk anything about avatar creation, i dont know how to anwser that
If you dont plan on ever editing it then unpack and drag bones to bones
Can anyone tell what this is? Im trying to fix this but nothing works
ohhhhh. dang i just started making them so i dont know much out beside that. i watch a couple of tutorials n that what i used.
explain what it is we should be looking at.
it's fine nw :>
u use poi?
Okayy, got it thanks, gonna try this
You need to use a transparent material
ye poi pro
The white stuff over the face...
oh its the same as lil
as he said u just change the option material to transparent
So its not a texture issue but a material?
Probably what Diven said then, yep
materials are what render on your avatar and are responsible for the shading options, textures are just a component of materials (if the applied shader to the material uses them)
it needs to be set to transparent with an actual transparent texture
i can try, but i got no idea how to select the mat used in that expression tho
when a part pf my body goes trough a mirror i can see a naked version of that body part
It'll most likely be under the face mesh, double click the face in Unity so it's outlined in orange and look in the inspector for a "Blush" or "Transparents" material
Appreciate it 🙏
thank youuuuuu. i got it to work! i was freaking out at first because i forgot to weightpaint 
like my mirror is rendering parts of my body that afe behind it and shouldnt be being mirrored
but its rendering it without clothing, and only the backfaces it looks like
are you using a weird shader or have set weird shader settings?
like the rendering queue value maybe
not that im aware, using liltoon, was fine before
render queue is 2000
mirror is up against my face with body behind it, thighhighs invisible in mirror and its still reflecting my feet
was doing same but showing whatever color i had set for backfaces instead
when i tried that before
why are ur back faces on?
you shouldn't render things that you're not going to see (the inside of a body for example). Turning off culling is pointless in this situation
i meant why are u using it😭
danggg. welp then idk. 🥲
Can anyone help me I have been working on this project for days and can’t get anywhere
explain your issue first
so no idea what the cause is?
Nope
Hello, does anyone have the website for using the proper lighting for yer vr models in unity so they show up right in vr chat?
to paste in unity?
thank you so much!
Working on an avatar; even though VRC SDK is latest version, I'm not getting VRC constraints as a component option. its also not listed in VRCSDK/Utilities.
Either GoGo Loco hates me or I'm doing something wrong
I've been trying to make this avatar of mine able to fly with gogo loco but the flight toggle REFUSES to work
Could it be because of my avatar's size?
are you installing GGL manually or through VRCFury
I'm using it through VRCFury
how can i reduce this?
use VRCFury's parameter compressor or remove parameters
theres a compresser o.o
well tahts better than what i just did, time to revert
it'll compress floats primarily, remote users will have a slight delay at the addition of more parameter space
i think its mostly bools and ints
you can also compress those with the settings which is a little experimental
just see if the default settings gets you to where you need to be
trying now, just waiting for the build i tried tro finish
Probably also take a look at why you have so many - maybe you have lots of extra assets on toggles and want to split the avatar up into multiple.
a big chunk of it is my stuff, just adding aavrcf asset made it 8 more
is there a way to see what number it compresses to?
it's likely some of these you don't need - such as the boop/headpats, those can probably just be animator parameters
Depends - lots of animator parameters are automatically synced
I used the VRCFury prefab for Gogo Loco and it does work if I spam space, but if I move with W,A,S,D, it stops working
These are the tabs for each step I guess, I'm not sure how it will help but yeah, on the last one I just can't select the toggle, like nothing happens when it should activate >~>
Go into play mode and read the parameters asset
hey, does anyone know of a good youtuber who goes into detail about teaching people how to transfer blender files into unity and texture them right?
I would love some channels to teach myself
for the future~
I think I gave you two the other day? Was that you?
yes but they didn't really explain a lot of the problems i encountered and i'm still struggling and looking up answers
i didn't want to be a bother
ah ok. You're welcome to ask questions here if you got stuck
it's kinda what the channel is for
:'''3 you guys are so wonderful
I bought an avatar from a website and it comes in blender format, and i don't know what I'm doing. I installed blender, unity and now i'm watching videos on how to transfer them but i look at the folder and it's like reading chinese.
which one do i push and then what settings to i click to make it all work right durp
file -> export -> export FBX, select both "Mesh" and "Armature" objects, set "apply scalings" = FBX All, uncheck the box for leaf bones under Armature. Put that file in your Unity project.
once it's there, do i drag it to unity? because i saved it exactly like that in the folder last time.
like in the little box thing?
Trying to upload an avatar i paid to be made, but its giving me errors and idk how to fix-
no idea what little box thing
feel free to paste the first few (top) errors in here
i did it!
You have a bunch of optimizing to do, there's lots of discussion in #quest-optimization
tutorial time!
And installed all the stuff to install the avatar
how do i put the textures in here from the folder? like i have the files i just don't know how to plop it in there
or is it already there maybe and i just have the wrong lighting? i'm so lost
drag and drop?
They can’t find them
Uhh
Oh hell no😭
The pain 
it didn't work
i tried dragging the eye shadow where is said eye shadow but it didn't work
i think i'm not doing it right
what is it you're trying to do?
apply the texture to the unity model
Make sure the texture is in the project (drag/drop), then find the material you want to change and drag the texture into the appropriate slot.
Textures go into materials, materials are applied to mesh objects.
Mesh objects are the parts you actually see.
ohhhh
Basic tutorials generally cover this
wait so for it to be in the project, do i just drag it in the box here?
like drag all this into the box?
sure, though you may want to organize them into folders
ohhhhhh each skin says it's a compressed ao, what does that mean?
image compression is good
does that mean it just layers on top of eachother?
help how do I lower uncompressed avatar size?
remove stuff, decrease texture size, remove unused blendshapes, etc. See also #avatar-optimization or #quest-optimization
whyc was i pinged-
i'm getting there!
ah, that's got a whole game rig with IK targets and controls, interesting.
it's a pain in my butt is what it is! all these heckin versions of it
all these files
i'm buying from gumroad next time
horrible tattoo ridden chick avis be darned
Is there any way to duplicate an entire menu tree and not have the new menu pointing at the old submenus?
like if I duplicate "main menu" and "submenu", "main menu 1" will point to "submenu" instead of "submenu 1"
you can certainly do that with a C# program, but I haven't seen an already-made tool for doing it
oof.wav
I would use modular avatar for managing menu for individual avatar.
I'm working with existing avatar bases so I'm not sure that fits my use case
I am working on a quest version of this avatar I don’t know how to make the eyebrows and eyelashes normal looking
You could convert any existing menu file into avatar specific menu. The menu get construct from menu component you added to your avatar.
The eyelashes rely on cutout shader which quest avatar doesn't support.
cut out the mesh instead of relying on transparency
Ok 👍 thank you
Change out the eyelashes would be an option if you could use blender.
i absolutely hate how quest cant use transparency shaders for the sole reason of; Fishnets.
I can't believe they're censoring my gothiness
I have no idea how to use blender but thank you 😊
You just have to make the transparent part skin color instead.
yeah, you can absolutely do fishnets
yeah but for an avatar that can change skin color it's a bit,,,
you can change that part too
That would be excessive on quest if you're using different texture for each skin color.
my whole thing is the amount of extra work to be done to replace transparency
@Ren Yeah, that's why I was kinda just complaining bc of all the extra textures I'd have to make versus making one with transparency :(
texture them on
Better extra work than dropping your framerate by half
and for the love of everything pls don't model fishnets
i'm gonna model them /s
ugh no
that's my actual mood at people who make chains tho, like the jewelry chains
why is every individual link modeled, my brother
oh that's right, I need to help a friend replace some modeled fishnets with something more reasonable
good way to hit 750k polys
that is a little bit sad that you can't use transparency on quest just bc of chain cards for jewelry 😔
don't forget a bump map if the reason its modeled is to add depth! :)
you can get away with modelling individual links, but only do it if it's a large and short chain (visually large, doesn't have many links)
For quest avatar, you usually want to add things at minimum for better quality. If you added so many thing on it, each thing will take up more space and the only way to allow it to be uploaded is to decrease quality for each thing.
i've uploaded plenty of quest avatars already to know how painful it is to crunch everything down to fit. I usually leave 2 outfits on max with only the bare minimum of accessories that I can get away with to fit my style
if you need to have chains on quest, make them as low poly as possible, and if they are small (like for jewelry) either texture them straight onto the model or texture them on a separate mesh with the background the same color as the mesh behind it. You can also sometimes get away with having 2D chains where the images are just cut out (pretty much just chain cards but manually cutting out the transparent parts)
If I really need to, and it's just one outfit, I'll just merge the meshes lmao-
if you use normal maps it can look pretty convincing without the chains being actually modeled out
what mean
You have a mesh named head, Unity cannot have multiple objects named the same in rig configuration
rename the head to something else like Face in blender
Hey, so uh, i couldnt figure out if what i did is right or wrong, can you explain to me the step by step things i have to do ? sorry to bother you :,)
how do i change the vrchat avatar preview animation when you select the avi when it has gogoloco?
If anyone wanna help, i'm want to add clothes to an avatar, the clothes and the avatar are prefabs, and i dont plan on using it on VRC, so i dont really care if it causes some performance issues :,)
https://modular-avatar.nadena.dev/docs/tutorials/clothing
And read installation in the front page if you haven't install modular avatar.
Thanks ! I'm planning to turn my avatar into a .VRM for Vtubing, do you think it will cause any issues ?
Probably not. You could manually bake into non-modular when you're ready to port to vrm.
(i already know how to turn unity avis into vrm avis)
Okok i see, any ideas on how to do it ?
Read the manual in modular avatar.
Thanks a lot !
why Can't I enable the sound for play mode in scene?
Do you have a camera in your scene with an audio listener component on it
Like this?
My avatar view keeps looking at the face and is backward, I keep on moving it in the face, head, between the eyes, and outside the body, it's stuck like this
Your avatar likely contains a camera object.
can someone help with this?
Just reduce some texture resolution.
where would i do that
Texture file, select from the Project tab.
this?
Max size. And look at the size in preview below.
i changed it but it still stays the same
You have to build agian to recalculate the size.
thank you i got it to work!
;-; It's still not workings