#avatar-help

1 messages · Page 29 of 1

feral isle
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Where would i be able to find the maps?

somber sequoia
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I'd have no idea without actually looking in your project.

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Also your materials may not use maps, you'd have to go look

feral isle
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this is basically everything in the avatar, every texture and then there is the colors and eye textures, i changed it all to 1024

somber sequoia
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map textures aren't going to be in the hierarchy, they'll be added to materials, if you have them at all.

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oh that's the project view - still there's no way to tell from that.

feral isle
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this is basically all that is shown in the avatars textures, basically the same for every single one of them.

pallid dove
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So I edited my proxy gestures to have facial expressions on them but for some reason it's saying I have an invalid parameter index?

dense dove
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hey so like

ive had this issue for a while and havent been able to use audiolink on my avis at all because of it

does anyone know how to fix it??? i use poiyomi 8.0 for this

(pls ping reply!)

ornate stump
dense dove
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I have it, and it does the same thing with the ui, I only use 8.0 bc it's the version a friend of mine uses and they can help me if I need it :')

upbeat sluice
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running into a weird problem were one part of the clothing is being partially scaled up or moved not sure which

pure oyster
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Why is my avatar not passing security checks if it is not high memory and I’m using the latest SDK?

somber sequoia
upbeat sluice
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same object

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i think i have an idea what might be the cause but not sure if it is because of the armature

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ok it was not that

somber sequoia
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last idea is there's a shape key active

upbeat sluice
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all the shape keys are set to 0 in both unity and blender

rancid scaffold
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Can someone upload an avatar for me? I’ve tried to do it myself but I can’t.

somber sequoia
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That's a big security problem, you shouldn't do that.

nocturne cave
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depending on if the outfit is scratch or an assest im not too sure

upbeat sluice
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scaling can't be don't since the outfit is only scaled by the armuture

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plus only that part in the image is the problem the rest is in its proper place

nocturne cave
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wish you luck

upbeat sluice
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and thank you

sweet acorn
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If i want the pc version to display a certain way when I'm on quest I need to change the way it looks before uploading right? How?
What should i search for tutorial if it isn't super simple

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Like if I want a specific outfit or hair color

timber wharf
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what

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if you can change stuff on quest, pc version should do the same and use same parameter list

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if its static then ye, just make it look the same. but if its fixed then its a bad idea to keep unused stuff

sweet acorn
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The version i have has different base skin colors on quest. I don't think i can edit the parameter on quest since it's gonna be stuck d default

night ember
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you really shouldnt have different parameter lists between the pc and quest builds

sweet acorn
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If i log in on pc ans change them will they stay when I switch to quest?

timber wharf
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use same menu/params on pc and quest

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then you can change it on quest, it wont do shit for you but will for pc people

sweet acorn
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Will blueprint pipeline link those or do i need to set up single project

heavy zephyr
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They are already linked if you show up to quest and PC people

timber wharf
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yes blueprint is what links your avis

night ember
timber wharf
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as long as id is the same

sweet acorn
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So say the quest version doesn't have the parameter slider, and I upload pc with blue black skin default, and quest with white skin.

timber wharf
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if quest also doesnt have a synced param for that slider, pc should remain as uploaded

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once again, if you dont need options on pc, try to not upload unused stuff, remove layer for skin color pick from pc's fx controller alltogether

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dont make people download and store in vram textures they will never see

sweet acorn
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Yeah cool. I just bought an avatar and want to know how to change the default look before uploading. I'm not a unity guy

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A tutorial link would be cool

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I do want the features when I'm on pc

timber wharf
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k, then just find menus/params on pc version and make quest use the same ones

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thats the easies way

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itll remeber whatever you used when on pc, and you can also change it while on quest

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(without quest users seeing it but ye)

uneven vessel
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So i tried something to get the network synce for an asset im working on but im not sure how to config the remote side any tips?

timber wharf
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whats the isse

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seems fine

somber sequoia
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I'm not sure why you'd need that AnyState transition, but otherwise yeah, looks ok

timber wharf
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ah ye remove anystate

night ember
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tbh if it were me doing it Id just split it between 2 layers
one handling the parameter entirely local
one handling the animation transitions using anystate

heady raptor
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anyone familiar with making normal maps by baking from high poly mesh can help me? vrcTupCry

timber wharf
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@night ember nah, thats the right way, saving the layer is always good

night ember
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fair enough

sweet acorn
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Thanks!

timber wharf
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@heady raptor uh just increase ray distance?

uneven vessel
# timber wharf whats the isse

so on my side (local side) my animation transistions work fine as intended but others cant see the animation im not sure if i set the params correctly as i just did the opposite of what i did for the local side

timber wharf
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wha

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you create extra synced bool

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you use parameter driver locally to set it to true/false on top of showing you animation

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you use that bool to transition between remote states

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well, its not "extra" since its the only synced bool youd need

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local stuff is driven by contacts

uneven vessel
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ohhhhh thank u ill give that a go i was following what someone else told lol

copper carbon
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is there a way to raise and lower your avatar while using fbt?
ive tried gogoloco but the radial thingie just doesnt work

gloomy flint
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OVR

timber wharf
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ye, only steam+ovr i believe

gloomy flint
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OVR Advanced Toolkit more precise. If you get it off of Github, it's free but you won't get regular updates, but the Steam Version is now paid for

heady raptor
copper carbon
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i have ovr but my pc cant run pcvr so i was wondering if there was some prefab or smthn

upbeat sluice
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@nocturne cave @somber sequoia thank you too for the help turns out the problem was me doing all transforms

heady raptor
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i usually do normals manually from drawing and converting, but i don't like it much. The way that's most functional is using substance painter, but i'm way too dumb to learn that program

gloomy flint
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substance painter was actually stupid easy

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you open up the spp file for the avatar you want if it has one, and you can literally just paint on the avatar's model or the UV for it, and then you expore the textures

heady raptor
gloomy flint
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oh my god im stupid i forgot novapie has a folder dedicated to physbones and they arent actually on the armature

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vaporizing myself off the fucking planet rn

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ok i have a new issue

somber sequoia
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me too

gloomy flint
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i fixed one issue and found another lmao

somber sequoia
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yep, been doing that all day here

gloomy flint
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the dress is set to collide with the legs (fine), the issue is it goes through the legs at pretty much any forward momentom besides like.. .1 lmao..

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I want to know how to fix that because I've see avatars where short skirts dont just fly through the body using colliders, because 1: well fix this avatar
2: i have the information for future skirt wearers

somber sequoia
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skirts are so much fun!

gloomy flint
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they are 🙂

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i love skirts and dresses but aughhhh

somber sequoia
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please, give us Magica Cloth

balmy barn
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colliders aren't reliable, physbone angle limits / weight paints or constraints better , skirts just painful

somber sequoia
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yep.

gloomy flint
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i'll look probably into constraints because I tried angle limits and they arent reliable for this

balmy barn
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rotated bones on skirt to face inward ? or angle limits not really any good for skirt

gloomy flint
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i think one reason its having issues is due to the fact that the physbones on the skirt are rather small, so they slip through the gap between the leg colliders

balmy barn
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colliders just bad, can clip any easy , angle limits no way they ever get near your mesh unless you contort in fbt

somber sequoia
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yeah I've tried that a few times, it gets kinda close but just not good enough

gloomy flint
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i think the issue it was having was due to the gap in the leg colliders hilariously enough because if i added a hip collider it doesnt clip through

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unless it goes ABOVE the collider

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maybe i'll do a small mishmash of angle limits with a better collider size and see how that looks

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angle limits so it cant go above the colliders or all the way backwards, but the colliders so that they move with the legs if i use gogo or walk

somber sequoia
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yeah but to fix it you need a hilarious number of bone chains

balmy barn
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some random skirt weightpaint & collider test i did some time ago, no colliders needed but easy enought to derp out if you sit certain ways

somber sequoia
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oh that moves pretty well

gloomy flint
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novapie released pip as a free avatar and the physbones make it feel SO rushed

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theres other things but yeah having to go through and fix them is agh

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why is there a thing where the max stretch 999

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im going to vaporize my soul why is this plushie at 999 stretch oh my god

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im going to move to general avatar now bc i figured out my issues but damn

stoic bobcat
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so i tried this, it only has 8 emotes now, only reduced it by 1.5mb, so I have no clue what the hell is taking so much space onit

spark walrus
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how would i import these? its vrcfury compatible and i cant figure out how to add it

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its custom menu icons

gloomy flint
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you go to your menu configurations and select the icon they'll use

somber meadow
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Should probably look at the instructions included, If I were to guess you'd just drag that prefab onto your avatar's root object in the hierarchy

gloomy flint
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i usually just do this bc its easier lol

gloomy flint
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but make sure you have gesture manager put on the project then try dragging it to the hierarchy of the avatar and test it in unity

spark walrus
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it was just a free asset posted in the server

gloomy flint
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if it doesnt work with just a hierarchy i'd just go the long route tbh

spark walrus
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and someone made it vrcfury compatible

spark walrus
somber meadow
gloomy flint
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yeah, do that, then test in gesture manager

spark walrus
# somber meadow

yeah i did that then did an offline test and they arent showing

somber meadow
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just use gesture manager to test things, offline build and test is jank

spark walrus
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its working in gesture manager thank you!

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how do i close gesture manager lol

gloomy flint
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click the play button at the top

spark walrus
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ty

gloomy flint
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how do i turn on audio in VRCC to test if the audio i put on something works?

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oh,, i found it,,,,

somber sequoia
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you realize that VRCC, if you mean Creator Companion, merely launches the Unity editor for you, and you're using Unity right now, right?

gloomy flint
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,,, u realize that doesnt matter right

somber sequoia
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it's good to use the correct terms for things, so people understand what you're talking about.

gloomy flint
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brother if i say 'how do i listen to audio i put in an avatar' people know i'm not talking about the project list

somber sequoia
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have you been here long? 'cause I'm not so sure about that...

gloomy flint
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common sense isnt common but its not my problem. i found how to listen to audio so i dont need help with it anymore.

sand apex
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I have a problem where my normal maps are breaking my textures and look like this on quest. How do I fix this?

queen nimbus
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Is it possible to paint avatars or assets in 3D format on the iPad? I'm having a hard time with the 2D maps

somber sequoia
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I thought ProCreate could deal with 3D models in some way - I'd try looking at that.

raven orbit
somber sequoia
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oof

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I haven't actually used it, just watched my partner use it a lot

queen nimbus
modest oxide
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How do I make a custom animation? Like an animation of one tripping? Is that all done through unity? Because when I try to rotate one of the limbs of my avatar with the record button active. It reverts back to the default state.

somber sequoia
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You have to use the muscle movements in the animator, you can't rotate humanoid bones directly. But I'd probably do an IK setup in Blender and animate there, it's likely to be much easier. Or maybe find one you like at mixamo.com

night ember
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itd be infinitely easier to just find a mocap or make a simulation of it in blender that is converted to animation

somber sequoia
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yep

modest oxide
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fair fair. Thank you for the direction!! I was trying and I was hoping to create a frame by frame there in unity but I had no idea that mixamo existed. Honestly supirsed been doing these avatars for 4 years now lolol

somber sequoia
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they have a lot of really good ones

cerulean robin
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Hey, sorry again. I've mentioned this earlier in the day but this issue is still persisting no matter how many edits I make to the bone.

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It looks and works a-okay in config and animation, looks good in the main window

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But when I go to hit play the thumb deforms and breaks outward

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I've reset bone rolls, I've changed weight paints, I've moved the bones, I've completely redone the bones in the hand

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Yet this issue persists

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And it's honestly driving me a little crazy lmao

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Even in blender it looks just fine

queen nimbus
spark walrus
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Cant drag any pictures or files into my VRC related unity projects, but non vrc related it works. Whats going on?

junior void
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Define cant

spark walrus
raven orbit
spark walrus
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as im dragging the file over unity, and i have uodated my unity hub, my creator companion, restarted my computer, ensured i am admin for unity, and made sure i was dragging the file into the assets folder and still wont work

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This only began happening suddenly today

somber sequoia
raven orbit
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if you convert an FBX to OBJ you should still be able to use any exported textures, as long as the UV Map is the same

cerulean robin
queen nimbus
raven orbit
# cerulean robin

i think thats intentional how it's supposed to look for that slider

cerulean robin
raven orbit
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yeah probably

cerulean robin
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I'm also thinking that the weight painting I have for the thumb isn't enough in comparison to the rest of the fingers

raven orbit
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this stuff is confusing me too cause i was having the same issue with the hands on one of my avatars today, and now looking at it in playmode i cant tell if the muscle settings even changed anything 😭

cerulean robin
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Ooooh yeah, that might be a bit of an issue

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Gotta add more red to the respective digits

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It honestly might just be worthwhile making some custom hand gestures instead

solemn saddle
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how do i fix this? This is a PC only avi btw -

austere bay
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idk whats happening there

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transparencies are messed up definitely

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but probably a lot of other things too

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or check you imported all the right shaders

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and the right version of the shaders

solemn saddle
solemn saddle
austere bay
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if it's an older avatar it may need an older version of poiyomi?

solemn saddle
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in general this avi was a little confusing, since the fact i have to put the materials to the correct shader

austere bay
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ah, honestly it seems like there was issues with the import for either the shader or the avatar

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like I said; I'd just start from scratch if it were me, or you can mess around importing packages until it works

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idk how else to fix it :(

austere bay
solemn saddle
somber sequoia
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could be you don't have "alpha is transparency" checked on your albedo texture files

austere bay
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idk if that's transparencies

somber sequoia
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mostly I was guessing based on the red stuff, blush usually has an alpha component

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otherwise, it's hard to tell without seeing material settings.

modest oxide
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With animations again for Avatars. How do I reset the avatar so that it is no longer in the animation state? Like would I need to set the animation to default? I used a trip animation. But when the animation is over I want it to auto revert back to the default so that it is just normal and in the default again. If this is possible

somber sequoia
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I just choose a different animation from the dropdown, and it resets back to the rest pose

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oh you don't mean in the editor?

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It depends on how you have the animation layer setup, if you use WriteDefaults on then it'll just auto-revert after the animation state is left

modest oxide
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Well I wanted the Trip animation to happen without a toggle. I wanted it to happen when I join into a world. The avatar trip and then stay laying down for about 5 seconds and then get up and revert back to default without a toggle. If this is possible.

somber sequoia
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sure. entry -> play trip animation -> play an empty animation clip

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probably do this in the Action layer, with appropriate tracking control and such

modest oxide
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Ooh okay okay I will try thiss

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Would it be something like this? I also have this set as a Bool

somber sequoia
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seems reasonable

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oh well you'll want to have another state to setup the tracking and layer weight - see the docs on how to do things in the Action layer

spark walrus
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How can I get particles to show up in the mirror? The particles show up on a camera but I cant figure out how to get them to show in a mirror.

somber sequoia
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set the renderer to render back-sides, by default it'll only render fronts

somber sequoia
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in the shader

spark walrus
somber sequoia
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culling the back means it's not rendering the back

modest oxide
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I went and tried something out with the actions layer. However. The animation plays perfectly in unity but in vrchat the animation still plays but only when I walk I'm not sure why that is. At least the first time. It only plays properly when I walk. After It plays a second time because I took off the empty animation clip so that it could loop again. It just works when I walk which is odd. I used Vrcemote for the transistion arrows. And it works in unity perfectly but not in vrchat I circles what I added to the actions layer the PrepareTRIP is a copy of the Prepare Standing

iron kindle
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Figure I should ask here, does anyone know how to increase the range of blendshapes?

agile spruce
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May I please ask where does one get started on an avatar commission?

iron kindle
agile spruce
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Discord Link, my friend?

iron kindle
agile spruce
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I’ll have to set up the description thingy majig tommorow.

somber sequoia
somber sequoia
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(aside: I bet you can in Unity by scripting)

iron kindle
somber sequoia
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one way is that you can apply a blendshape to basis, then if you apply it again it'll double

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you can also increase the range

iron kindle
somber sequoia
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I don't have one

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but there's a "max" right below the value setting for a given shapekey

iron kindle
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I got a lot of stuff to learn about lol

somber sequoia
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don't we all 🙂

white sundial
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I'm currently blocking out most of what's soon to be a low poly chibi model

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is this geometry for the head good, the reference is a rough draft since it's isn't exactly able to adapt to 3d 1 to 1

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but it's been a very long time since i've worked on retro style low poly

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any feedback is appreciated

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the backside is mostly just one big blob lol but i didnt see how else to do it

half hamlet
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No experience in blender: is it possible to ‘split’ an existing bone of a rig into two bones? The existing rig doesn’t have enough bones for me to use it in VRC

ornate stump
mint sphinx
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dose anyone know how i can fix this?
she has the blendshapes and they work in unity and blender but not in vrc, iv made all the animations and toggles already and i dont wanna have to start over

half hamlet
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Well damn my funny joke failed

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But still thanks for the answer, wish I knew how to do half of that

ornate stump
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Knowing nothing isn't a funny joke.

white sundial
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When you're setting up the stuff for the avatar properties

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Did you use vrchats defaults?

mint sphinx
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im useing these so yes? i think

white sundial
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Is your head part of this body mesh?

mint sphinx
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no, its just called body bc i didnt change the name

white sundial
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Its hard to see the inspect tree

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You gotta select the mesh that contains your head

mint sphinx
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thats what i have ;^;

somber sequoia
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if you select that mesh object in the scene and go to the inspector, then in the blendshapes list, does changing the value of one of these actually affect the face?

mint sphinx
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wait no

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huhh

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it did

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wait yes, ok, yes it changes

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everything works in unity just not vrc

somber sequoia
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oh I see it in your video, good. You can test visemes in the editor in play mode with Lyuma's AV3 emulator

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(maybe gesture manager too - I'm not familiar with it)

mint sphinx
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where can i get Lyuma's AV3 emulator?

somber sequoia
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VCC

agile spruce
iron kindle
#

How am I the punk?

agile spruce
agile spruce
iron kindle
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You got to learn to carry the joke, I left it open for further funny

mint sphinx
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;^;

mental mirage
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does anyone have any idea why the long hair in the front is working fine while the rest of the hair is glowing in low light worlds? the texture and material and shader are all the same

mint sphinx
ornate stump
mental mirage
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if that is what you mean

mental mirage
ornate stump
ornate stump
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So they're the same on all object?

mental mirage
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all on the same thing for the hair yes

ornate stump
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Then you should take a look in the material settings. Usually something for Min Brightness and Monochromatic Light options, or something with similar wording depends on shader.

mental mirage
#

we good now thank you so much!

mellow vigil
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Does anyone know how to make a toggle that moves while its toggles. I made a prop with an animation that inlarges and shoots it foward, but when I make the toggle it doesn't do anything. It just sits there in its default state

mellow vigil
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in blender yes

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and the fbx imported with an animation attached to it

ornate stump
# mellow vigil in blender yes

How is the animation being used? Is the fbx itself is the avatar root, or you put the fbx on another avatar model and put the animation on avatar playable layers?

mellow vigil
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I took the fbx animation and all, and slapped it on the avatar. Then made an animation for the fbx that toggles it on and off, did I miss a step that makes it play the animation on the fbx?

ornate stump
mellow vigil
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Ok, do you know I can fix it? I know it has a working animation, it plays in unity just fine

ornate stump
mellow vigil
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ok thank you

modest oxide
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I tried to do animation in the action layer. This isn't permanent. But when I do the animation with it default on. It does this first. Then it resets then It does the actual animation and then the animation constantly loops. I do not have any loops on though.

uncut cargo
#

i need help trying to watch movie

ornate stump
timber wharf
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its a documentary on creation of avatar 2: the way of water

timber wharf
uncut cargo
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I need the new movie code VR-m.net not working

ornate stump
uncut cargo
#

Ok where is that

ornate stump
uncut cargo
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Ok

modest oxide
# timber wharf show layer setup/how it is on by default

This is the animation I have set up in the action layer. I am using the VRCEmote to do this. It is an Int, and I do not have all of the ones circled as a write default. I set it up how most set up a dance animation. Or at least used to before vrcfury came to be. Again it works perfectly in unity but not in vrchat.

timber wharf
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why it goes to empty clip with no exit

uncut cargo
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I can't see it

modest oxide
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At first I had it just go to the blend out stand and it end there and then that goes to the end state I think that is how that works at least lolol. But should I add the empty clip to the exit?

timber wharf
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and check all your transition properties against og ones, you dont need 0.25 offset for driver etc

inland moon
#

is this the right place if i brought a model and am trying to put it onto vrchat but need help with the whole thing ???

modest oxide
modest oxide
shut gust
somber meadow
# shut gust

Is this an asset made for this avatar base? Also please use VRCFury's armature link instead of manually moving bones, it's way more simpler and optimized

shut gust
crimson gust
#

I can't figure out what is going on here

snow raft
#

i know this seems really dumb but, what does the red one mean? Ive been wasting over this to get it to go and the SDK doesnt give me any option in unity to login, or rather the SDK login doesnt show in unity

unkempt cobalt
#

So, for some reason, my Yoshi avatar's hands just do not seem to want to behave correctly, no matter how many switches I flip and sliders I mess around with. It always ends up in the exact same situation: They go into his face instead of onto his sides.

Here's what I mean in the form of renders in a meme:

#

And trust me, this isn't the first time people have reported this issue, so this needs to be fixed stat. But to do that, I need help from this channel immediately.

plucky bridge
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I'm uploading an avatar for a friend, and it has face tracking on it. Uploading it to PC worked fine, but now that I'm uploading it for quest, I'm getting errors saying the face tracking parameters aren't defined. Any idea as to how to fix the issue is appreciated. They also don't care about the face tracking, but I don't know if deleting it will implode anything, so I'm playing it safe.

plucky bridge
#

NEVERMIND, I have fixed it. Probably

unkempt cobalt
#

So? How do I get the hand problem fixed?

raven orbit
# unkempt cobalt So, for some reason, my Yoshi avatar's hands just do not seem to want to behave ...

having a avatar with really exaggerated proportions (such as having a huge head) tends to cause weird tracking problems. Standing normaly with your hands at hip level, your hands would be around halfway between your head and the floor. So, if your head is where you put the view position, vrchat tries to put your hands around halfway between the ground and your view position, but on a character with a head that takes up half the body, the halfway point is at the neck instead of the hips, so thats where your hands end up. i dont know if there's a more efficient way to fix this, but one thing you could try is having a second set of arm/shoulder bones in the position they realisticly should be and map those as the humanoid bones, then create constraints for the bones your model is actually rigged to with the respective humanoid bone as the source for each one.

iron kindle
#

Any ideas of what I am doing wrong here?

ornate stump
iron kindle
#

Any ideas why?

ornate stump
iron kindle
#

Wrong choice of words on my part

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Any ideas on what I can do to fix?

frigid whale
#

hey y'all, I've got my avatar base exporting fine from blender, but when I try to remove some of these unnecessary bones, it starts freaking out like this. any idea what's going on?

ornate stump
ornate stump
frigid whale
#

do i just need to remove all the bones and then re-place the prefab in the scene?

#

like make a new avatar prefab

ornate stump
frigid whale
#

ok, thank you

#

does adding bones trigger the same issue btw?

ornate stump
#

Yes.

frigid whale
#

if you know

#

ok

#

alright well i'll just put everything in blender and export & restart afterwards

#

trying to merge some of the clothes so everything isn't all separate

wooden cairn
#

For some reason, one of my avi's chest physbones is constantly vibrating in VR, but not in unity with the AV3 Emulator

#

Any ideas why?

#

It's just one chain of a two-chain physbone component

steel tapir
#

Anybody knows how Neitri's Wireframe shader works?
I get huge noises nearest to objects

iron kindle
#

Trying to move some toggles from an older version of my model now, right now working on hair but it seems to not be working, not visible despite being in the hiarchy

#

May have figured it out

#

And nope. I think I have copied it from the working model exactly but when I go in game their is no hair, and if I just add it to the model the hair seems to not be attached to the head

safe badger
#

having issues with audiolink. everything works in unity, but in game none of the audiolink effects are activating

#

oh i guess it needs audiolink enabled worlds

stoic bobcat
#

I wish there was a way for me to add the emotes I want and have it fit for quest, uncompressed it’s 9mb but compressed it’s 2mb, my emotes just tank the download size 😭 idk if there’s a way to compress these better or anything

iron kindle
#

Ok, how do I connect my hair to my head? this is getting weird

reef cove
#

I have an avatar which has some bones scaled to 100 and others to 0.01 in unity. If I import them into Blender some of them become tiny, and if I export them back to Unity again, none of the avatar dynamics work because the bones are in the wrong position (the scaling affects position)
if I zero out scaling - then it just looks ridiculus in Unity. And it's hard to keep track of all the scalings and making the opposite transformation afterwards manually, since both the bones and meshes which are weightpainted to the bones have been scaled in various ways.
Any easy way to deal with something like this?

night ember
#

Dont scale them in unity to begin with

reef cove
#

I didn't, I bought something from Booth which only has a .unitypackage and no .Blend file, and that fbx file has scaling applied in various places

#

So merely putting it into blender and exporting it again (with no changes) breaks it by scaling some parts of the avatar

outer nimbus
#

What does "allow posing" in physbones do? And should I have it enabled?

reef cove
#

That just decides if other players can move your hair and have it stay in a weird position, or if it goes back on its own always

gloomy flint
#

if you press trigger you can lock it in place

outer nimbus
#

Ohh that's what that is okay

night ember
reef cove
#

Is there a way to "apply scaling" in Unity and reset all scales back to 1 without actually changing the scale? Like you can in Blender

night ember
frigid whale
#

wtf happened 😭 looks normal in unity

reef cove
#

If I import an FBX and export it again, it changes. So it's a destructive transformation. In other words, Unity or Blender is deleting information

night ember
junior void
frigid whale
#

where do i change that

junior void
#

Blender

night ember
#

Unity has no say on the fbx
Overwriting the fbx just resets the prefab in scene if you havnt unpacked

#

It just puts it back to what the fbx is
If there is nothing changed then no change happens

#

Entirely intended behavior

junior void
#

I wonder if the bones were scaled in unity bc theres a toggle that scales them back ig

#

I can see that being done

night ember
#

Probably or weird edits the guy didnt feel like doing in blender

reef cove
#

The unity armature has scale 0.01
If I put it into Blender and export it again, the size stays the same, but it now says that the scale is 1 in Unity
Meanwhile, the bones for the ears are inside the head and 100 times smaller than they should be, the avatar is ruined and without me taking any actions. So the import/export throws away information

night ember
#

Not throwing away anything?

#

You are exporting different scales

gloomy flint
#

who did you buy it from jesus

reef cove
#

If I import a picture into ms paint, and export the same picture, then it doesn't change. If I import my fbx into blender and export it without changing anything, then the numbers in Unity are different

night ember
#

Thats a picture not an fbx

junior void
#

If your armature has a scale of 0.01, likely the creator used default export settings. If you export using scalings fbx all, itll be 1

reef cove
#

Imports and exports should be neutral transformations, like multiplying by 1 or adding 0 to a number. Since this is not the case I need a way to zero out scaling in Unity so that importing it to Blender doesn't ruin it

junior void
#

I dont see a way to export mixed scalings

night ember
reef cove
#

armature is 0.01, clothing root bone is 0.01, clothing parts is 100, most other things are 1.0
It works fine in Unity, but when I put it into Blender it looks like this. And if I export it like this, then the bones do not go back in the correct positions (these are two ears, but now they're inside the head). I don't know what they're scaled relatively to, so I can't even put the small bones back in place manually by scaling them up

junior void
#

You should have mentioned that you have multiple armatures

#

The creator used fbx all on things that are scale one and all local on things that are 0.01

night ember
junior void
#

Something fishy for sure

night ember
reef cove
#

The bones in the picture is from one armature. And in Unity the bones are in the right place in the creators FBX, but in my edited FBX they change places because I can't retain the scaling.
The bones also change name when I import and export, somehow

night ember
reef cove
#

Like this?

night ember
#

What even is the model you bought

reef cove
#

It's clothing

#

It's not uncommon that there's just a single .fbx file

night ember
#

The fbx isnt the problem here

#

Its the fact the guy very likely used a script of some kind to convert it to fbx

reef cove
#

Some parts are smaller in Blender because they have the value 100 in Unity. I could change the scale in Unity to 1, import into blender, fit it, and export it again. But I'm fitting the clothes to fit the avatar, and if I scale anything, then I won't be able to see if everything is in the right place, haha

#

So a script may be able to rescale things?

gloomy flint
#

where did you even get this mess

night ember
#

If a person takes something in unity and tries to convert it to fbx it breaks it completely no matter what

reef cove
#

It is an FBX already. And it works. It just breaks if I put it into Blender and export it again

#

"You can reparent all child objects (to parent == null), change scale of your root object to 1,1,1 and drag childs inside again, they will maintain the current size if you do it like that."
I found this on stackoverflow. I may need a script to do this for every object in the hierarchy in the right order

junior void
#

Can we quickly cover how you got this into blender

reef cove
#

Blender import -> fbx

junior void
#

The arms for example seem fine but the right leg is scaled down. Is that particular bone on the asset scaled x100 in unity by chance?

reef cove
#

In Unity, this transform9 (and not the parent of root bones) has scaling 100,100,100. When I put it into Blender, it scales it back to 1,1,1. If I then export it again, it's still 1,1,1, so 100 times too small

#

Yeah, it's just some of them

junior void
#

Interesting because the avatar in your hoerarchy in unity is an instance of an object. Changes one makes to the avatar in scene do not reflect on the fbx it originated from

#

So my guess is that the model was imported fucked up like this and then fixed up by scaling up shit in unity

reef cove
#

The fbx file itself (before you put it into the scene) has the strange scaling

#

Yeah lmao

night ember
#

Or was exported from unity after making edits in unity

junior void
#

In a weird way yes

#

and then overridden

night ember
#

Everything exported in unity with an armature will always fuck up

#

Especially doing shit like I saw in that image

junior void
#

Imo your best bet is to fix it in blender (scale bones from origin by factor 100) and importing the edit as a new fbx, not overwrite and set it up from there (yes, shit tons of work)

#

or you go complain to the maker/refund yada yada

night ember
#

Thats the only actual way to fix it and make it usable in blender

reef cove
#

Scaling by 100 in Blender doesn't save me, I think it's because I need to use the parent bone as origin, which I'm not sure how to do

junior void
#

set the cursor to the origin, (shift +s ?) and then at the center top, use transform orientation cursor

reef cove
#

I'm not sure it's the real origin, it may be relative to the parent bone. At least the position is slightly off if I just scale it by 100

#

Oh my god, I can't add a script to a game object, I can only add a "new script" and change the code.
I made a script to normalize scaling but it literally crashes my Unity by causing a memory excess violation even time I make it, and when I start up Unity again the script is gone from the scene

junior void
#

We told you you need to do it by hand but you wouldnt listen

plain mural
#

how to mix/make the shading the same on these two objects? (same polygons, different meshes)

sly lodge
#

normally, I would duplicate the mesh, combine them together again, and use the data transfer to your separated mesh

spring sierra
#

I've been at this for a few hours now and I still can't find out what's wrong, I tried deleting and reimporting the 'lilmaterialutils' thing multiple times. There's even multiple copies it, and because of this one issue, I'm unable to upload my avatar

plain mural
left wharf
spring sierra
balmy barn
spark walrus
#

is there a way to fix this or did i just waste hours or work?

left wharf
#

That’s side-effect error. open console and see first few errors

spark walrus
#

i'll have to reopen it later, i wonder if it had anything to do with me getting rid of some parameters and menus

maiden finch
#

Im having a SDK Error on my avatar that i bought and trying to upload. Is there any way to figure out which asset is the backdated item or which one would be best for usage?

left wharf
maiden finch
left wharf
#

Don’t clop your screen shot. This screenshot doesn’t include necessary info

maiden finch
#

Oh ok. where exactly do you want me to screenshot

left wharf
#

Whole console tab and first few errors in console

maiden finch
#

I should also mention this is a set of four avatars. 3 of the 4 uploaded perfectly fine

left wharf
#

Oh, my bad. The “error” stands for the messages which have red icon

maiden finch
#

oh!

left wharf
#

OMG there’s no useful info lol. have you tried reopening Unity?

maiden finch
#

Yes. This is actually my third one I have opened.

left wharf
#

Ok, clear console, try reupload, and show me what the SDK says and console shows.

maiden finch
#

Where do I find where the SDK part is.

left wharf
#

The error appares near the Build & Publish button when upload fails

maiden finch
#

Ah ok

pure oyster
#

Best shader for android upload?

maiden finch
#

Oh my goodness it actually uploaded. not sure what I did for it to work but Im glad it worked

#

Now i have to put the up to date SDK and fight with that. Thank you ^_^

left wharf
pure oyster
#

how does this even make sense

left wharf
pure oyster
#

damn i think my whole avatar cant be put to use then 🥲

indigo compass
atomic latch
#

someone help please? missing scripts? IM SO CONFUSED

somber sequoia
#

see the instructions for the avatar, it may tell you what to import

modern scaffold
#

why doesnt vrchat/mobile/particles/alpha blended work?

somber sequoia
quasi briar
somber sequoia
#

it's for particle systems...

modern scaffold
#

but additive and multiply work on models

somber sequoia
#

yes

modern scaffold
#

swear alpha blended used to work

ornate stump
modern scaffold
#

what do i use for these then for quest

somber sequoia
#

additive or multiply, as you said

#

toon lit, whatever it's called

modern scaffold
#

additive removes the dark parts and multiply removes the light parts so cant use those

#

and toon lit doest remove the transparent parts

quasi briar
#

The avatar isn't intended for quest it seems

somber sequoia
#

yeah, you can't do alpha transparency on quest

modern scaffold
#

bit silly that

somber sequoia
#

it's a glorified mobile phone...

modern scaffold
somber sequoia
#

and?

modern scaffold
#

so its possible with no issues

#

it used to be possible with the vrcsdk a while ago when you got to the upload screen

quasi briar
somber sequoia
#

it's possible, but just because it "worked" for you doesn't mean it isn't a problem

somber sequoia
ornate stump
modern scaffold
ornate stump
frigid whale
#

so i made a copy of my avatar with a different outfit and tried to make a new avatar with a new FBX, and it seems the materials are all sorts of screwed up -- won't show any textures on the skin mesh. any idea

balmy barn
#

guesswork - uv not the same, wrong material on mesh(es), decal / missing matcap ,yadada

icy pewter
steep herald
#

Is anyone up to date with gogo loco and VRC Fury? All of the tutorials are outdated now, supposedly gogoloco has a gogo/fury prefab? Has anyone set up an avi recently?

ornate stump
steep herald
obtuse elk
#

is there any script that does the opposite of what headchop does, so instead of showing component in locally, it doesn't show it?

#

cause i'm making a screenspace hypno shader

steep herald
somber sequoia
ornate stump
#

Sorry, image file.

steep herald
somber sequoia
#

it ought to be as simple as just dropping the VRCFury-specific prefab onto your avatar.

steep herald
#

I have another actually, maybe some hidden? can you just tell me? Dont know what I'm looking for

ornate stump
steep herald
steep herald
steep herald
#

Ok in pinkys tutorial it was

ornate stump
#

Prefab folder inside of Gogo.

somber sequoia
#

it should be in the GogoLoco folder

steep herald
#

ok heres my gogo

somber sequoia
#

in GoGo/GoLoco/ here

#

it is in mine...

ornate stump
steep herald
somber sequoia
#

on mine that's for the non-Fury ones, but I'm on 1.8.3, not sure if that's current.

#

I've been migrating away from using it.

prisma thunder
steep herald
#

im on the .6 one I think whatever is newest

ornate stump
somber sequoia
#

also there's a vrc fury discord too

steep herald
# ornate stump VRCFury.

Ok I see, so pinkys tutorial was way different and the comments section were all sorts of wrong

somber sequoia
#

yeah probably that's a bit outdated

#

it does seem like every version of GoGo Loco, even the patch releases, has significant changes

prisma thunder
#

I'm trying to reupload the older version of my avatar and it's not working.

#

😭

steep herald
# somber sequoia yeah probably that's a bit outdated

Yea I just wanted to make sure I had everything and didn't specifically need to get something from one of their discords etc, some things have moved around, and when I did it last I had to do it all manually which was like a 15 min process everytime once I sorta knew what I was doing, thanks for helping

steep herald
white topaz
#

I imported my fbx on my avi into blender so I could flip some of the normals. Reimported it back into unity and it broke

prisma thunder
#

If the only thing rated poor or very poor is my triangles, is that fine?

ornate stump
steep herald
ornate stump
ornate stump
prisma thunder
somber sequoia
#

what's the light for?

steep herald
ornate stump
#

Also if you said greater than 200k that would include 1m which isn't fine.

white topaz
#

no luck

prisma thunder
somber sequoia
#

ahh

prisma thunder
#

I'm scared of the dark and my friends make me play horror games.

#

That is never leaving my avatar.

ornate stump
white topaz
#

only error i have

prisma thunder
#

They can probably get sub 150 but that's about it.

ornate stump
#

Did you actually click on Apply after changing to None?

white topaz
#

It's does, I did click apply too, but the avatar is just gone in scene

balmy barn
#

unpacked - bad

white topaz
somber sequoia
#

wait, is that avatar unpacked?

#

this won't work, drag a new model into the scene and migrate stuff to it

ornate stump
# white topaz

That's the different issue. This one is because you edited the unpacked model.

white topaz
#

damn first avi where that's been an issue

ornate stump
white topaz
#

tbf the model is from 2021 lol

#

all good though, I'll just drag and drop everything into it

#

just glad it's not fully broken

ornate stump
#

The year shouldn't matter though.

frigid whale
white topaz
#

thank lord for pumpkins avatar tools

frigid whale
#

or i think they're just on a different UV map actually

south kraken
#

any unity tools that can rename or duplicate shapekeys on upload?

ornate stump
balmy barn
#

blender time for that

south kraken
steep herald
ornate stump
south kraken
#

i can think of many cases lol but im too lazy to type them

steep herald
south kraken
#

thats why tools like starmesh exsist for example

steep herald
#

Examples pls

south kraken
#

i was looking for something similar to this

south kraken
steep herald
#

My point exactly

south kraken
#

if i didnt have a reason i wouldnt be asking for that kind of tool 🤡

#

which i know exists

#

yall will have issues over ANYTHING in this server chill out

steep herald
#

Unity has trouble with naming, i'm also really not sure why you'd want want to duplicate a blend shape which ultimately hurts performance in the end, you're asking for help without providing anything, you are a very, silly, goose

balmy barn
#

people will use the wierdest tools instead of 1 minute in blenderratl

steep herald
#

For real, super lazy

light lark
#

I don't know if this is an avatar help but I need some assistance in VRC So I've made 2 additional slime trackers for the elbows. When I started playing I noticed that the shoulders really weren't moving at all to the point that when I rise my arms it makes the models elbows like photo 1. When I play in FBT without the elbow trackers the shoulders move normal like photo 2.

Now my question is there a way to get the shoulders moving correctly with the elbow trackers on?

urban glacier
#

can someone help me

light lark
#

What's up @urban glacier ?

urban glacier
#

i uploaded a pc ver and i copied the blue print id and pasted it in for the quest verison and its not loading

#

like its all greyed out

light lark
urban glacier
#

yeah

light lark
#

Close the project and reopen it again. I think that's just a loading issue

#

Happens to me sometimes too

urban glacier
#

i did

#

it still like thi

#

this

#

lemme try again

#

yup still not loading

#

its letting build and publish it

#

i js cant see the stuff it says

#

lets hope it works

#

HUH\

balmy barn
#

10.001 is larger then 10.00

#

you only see 2 digits after

urban glacier
#

now it said it failed cuz it doesent see a thumbnial

#

wiat

#

finally it loaded

#

its uploaded now

ornate stump
south kraken
#

Thanks

ornate stump
#

And if you gave good enough reason, you might be able to convince people to search for the tool.

light lark
wraith geyser
#

hello, for some reasons when i upload my avi i have no errors on unity, but in vrc it says security check failed. Any ideas where the problem might be please?

somber sequoia
#

Show the stats on the builder window in Unity - probably something is way outside of norms

wraith geyser
#

the physbones collisions maybe?

somber sequoia
#

yeah this is all kinda a lot, that one does seem a bit extreme

#

but I'm not sure what would trigger the check failure

hidden loom
#

The physbone collision check count is easy to fix honestly. If you try reassignment and combining colliders used properly it might fix the issues. Because 1,5k checks on only 200 transforms is extreme

wraith geyser
#

i did lowered to under the 500 limit and still security check fail :/

hidden loom
#

the other thing that could cause it is outdated components on your prefabs/ game objects. Try to check your game objects for such.

To help with the search, try disabling all your particle systems(make a duplicate of your avi, delete the particle systems off of the duplicate and reupload) and see if that fixes it.

wraith geyser
#

ill try this thank u

wraith geyser
somber sequoia
#

that's a quest version? that's going to be awful for performance, yours included.

wraith geyser
#

you are at the right place to get help, describe your issue and some nice people will definetely try to help you

#

for commissions just go to the world of your favorite creators, they mostly have their discord or online store link written somewhere

#

but absolutely do not trut all those people that will DM, they will to tell you they can make your avi but they will most likely try to scam you and sell you a ripped avi. Allways ask them to send you the link of their store (Gumroad,payhip or booth) if they dont have a store, dont trust them

raven orbit
shut gust
#

can anyone help with this i used vrc fury to put them on but they were just stiff and stuck to a foot and when i put them in manually they work but arnt attached to the legs

hidden loom
light remnant
#

Thanks for the advice y'all. Probably saved me butt ngl.

#

May have accidentally opened a Pandora's Box of friend requests.

scenic fiber
#

Radial Puppet sticks in VR: I have a specific issue where if I use my own or public avatars ardial buttons they get stuck and have to be unstuck by resetting the avatar, I can use the menu based radial sliders, however the behaviour doesn't occur in mobile or in Desktop mode. Anyone know of a fix?

novel agate
#

Any idea how to fix this? im losing my mind

somber sequoia
#

did you check the log for details?

novel agate
#

just says code erros in the avatarsSDK

#

And ive tried to remove it and reinstall it over and oevr again, Hold on i can get a screenshot

somber sequoia
#

you could paste the first 2-3 error messages (at the top), that may help.

novel agate
#

i managed to figure it out, It was a bunch of out dated packages that had added up over the years

#

Just following the errors and deleting them as theyve came up has fixed it

unreal cairn
#

Hey, is there anyone who could help me with toggles

ornate stump
unreal cairn
#

So i have a avatar and im trying to figure out how to toggle diffrent colors for the avatar, or change the colors in the already made toggle

somber sequoia
#

either animate a hue shift, if your shader supports that, or swap materials entirely.

stoic bobcat
#

idk if its just me, but has crunch compress been working for android? Ive tried it so many times for maybe a year now and it seems to just not work anymore, unless thats been something new with the sdk

viscid snow
#

Anyone else had an issue where trying to use dynamic topology to sculpt on their avatar crashes instantly, but dynamic topolgy works otherwise for example with the default cube. Any fixes?

#

Even if I set dyntopo to the lowest quality setting, clicking on the avatar with it on is an instant crash

somber sequoia
unkempt cobalt
#

-# I also think it would be really awkward to do such a thing at a workplace anyway.

#

Regardless, a solution would be fantastic, if you guys can find any. I'll try and recreate what the rig looks like in MS paint, since that's the only tool that's available to me for the time being.

Do not judge me for a bad rig representation and horrendous program choice, by the way. I do not have access to Blender, nor the files to even show the rig, during workplace hours.

raven orbit
unkempt cobalt
#

Anyways, this is the rig structure. Take note that all bones are technically facing upwards in Blender, but are still considered connected in terms of bone structure parenting.

#

The clavicles/shoulders are not actually coming out of the neck, by the way, even though I drew it like that. They are connected to the chest like they should be.

steep herald
#

Is it possible to blend shape an avatar base, apply that to a clothing asset specifically made for the base, then link it through vrc fury to apply the blend shape once your clothing asset is in unity?

sudden hornet
#

who would i reach out to to have someone properly rig a pleated skirt with 0 clipping in idle, crouch, prone, and all gogoloco poses

steep herald
somber sequoia
#

a miracle worker, probably. That's really hard to meet all of that criteria.

steep herald
#

There's some good tutorials on skirt rigging though

somber sequoia
#

yep

steep herald
#

You know if its possible to apply a blend shape to an avatar through a clothing asset with vrc fury by chance?

somber sequoia
steep herald
#

I know its not intended that way but vrc fury seems to have a lot of applications/potential.

somber sequoia
#

but VRC Fury does have a blendshape link, it'll just match based on the name, works decently.

steep herald
#

Best example is a furry avatar with a large nose but you want to add a mask, you flatten the nose to make it not clip through your mask. I want to make a unity clothing asset that can apply a blendshape to the base for a someone who downloads my asset, rather than use my customized avatar base, sort of like giving them a blendshape

halcyon moth
#

So I'm trying to make a follower to my avatar since I want it to be customized to whatever model I want to be. They are manly pokemon models with animations, All I want is when I move it'll move with it's animation for walking and idle when it stops moving

somber sequoia
steep herald
#

Ok so there is no way with vrc fury to apply a blend shape to the base model through a clothing asset?

gloomy flint
#

you need blender for that

#

thats why theyre called blendshapes

somber sequoia
#

there's no way to add a blendshape to a model other than remodeling the model itself

#

(sometimes I wish there were)

gloomy flint
#

you dont need to reMODEL it, but you do need to do a bit of work

steep herald
gloomy flint
#

but you do need modeling skill bc you make the blendshapes yourself

somber sequoia
#

yeah I was kinda glossing over it really

gloomy flint
#

then perfect kioshi

steep herald
#

The goal is to make a clothing asset for a model that I CANNOT redistribute, which doesnt have a convenient blendshape on it

gloomy flint
#

you would need to open the fbx in blender and make the blendshape yourself. Unity is fully incapable of making blendshapes.

somber sequoia
#

yep, no real good way to do that, unfortunately

steep herald
#

let me ask a different question then, is there any way to apply a blendshape for a model through unity?

somber sequoia
#

you don't apply a blendshape like you're saying

gloomy flint
#

you make one, in Blender.

somber sequoia
#

You put the model in blender and create a shapekey there.

gloomy flint
#

That is the end all be all, you literally cannot create a blendshape in unity.

somber sequoia
#

all the VRCFury component does is trigger an existing blendshape with a name that matches one on your asset.

raven orbit
#

remake the mask to fit the face without a blendshape

somber sequoia
#

^ this is the way, unfortunately

steep herald
#

Its not a mask, that was an example

halcyon moth
steep herald
#

Im trying to make a complicated avatar with weird physics to work with a specific article of clothing, so I need the avatar to blend shape certain areas away, but of course I cant include the modified model because its against the sellers tos

#

also had to fix my keyboard, it started writing in japanese

#

So with a combination of weight painting and contorting the avatar, ive eliminated most of the issues, but i figured because the clothing is designed for specific model, anyone who gets the clothing asset will be using it on the same model, I figured vrc fury or something would had a magical way to transfer the blendshape, but I guess the only functionality is to combine the blends for like a breast slider, so the clothing and avatar base both blend at the same time?

somber sequoia
#

yep, that's what it's for

night valve
#

If anyone knows how to setup the lava lamp shader I really need assistance because nothing I’m doing works

#

Dm me if you’re willing to help

steep herald
halcyon moth
steep herald
# somber sequoia yep, that's what it's for

Ok cool, had to ask, and just one last time. Just to confirm that there is no known way at all, to apply a blend shape to a model outside of blender in Unity, and the only solution is to make a better asset?

somber sequoia
#

there is no "apply" here, that isn't a thing that can be done for blendshapes.

steep herald
#

Alrighty, I appreciate it

queen linden
#

Question, I've noticed that people are able to take model animations from other games and apply them to their VRC avatars as toggled animations. How is that done exactly? Through Blender, Unity, or both?

somber sequoia
#

depends on how it's stored, often you have them in a .fbx file, you can extract the animation from that in Unity

steep herald
#

Both, blender is the modeling software, where you make the asset/import it etc fit it to your avatar base, unity is where you configure it, where you set it up, add shaders, toggles and upload it

#

I wonder if I could apply a blend shape through a script

somber sequoia
#

I don't see how you could get that data from one model to another in Unity

#

you'd have to find a way to distribute the data also, which is not an actual .fbx file with the mesh object inside

#

it's theoretically possible, though I would be surprised if Unity has an API for this

steep herald
#

No youd have to input the values from the base mesh and some how re apply them to the avatar, because whoever has the clothing asset will also have the base mesh

somber sequoia
#

yes, that's basically what I said

steep herald
#

yea im thinking its theoretically possible but insanely complicated, also as you said

somber sequoia
#

the shape key is mostly just vertex positions

opal agate
#

Im getting security checks failed and a robot. How do I fix this

steep herald
#

console have any errors?

somber sequoia
#

this security check thing has got to be a FAQ at this point.

opal agate
#

Im going to try uploading it again to see if it fixes itself

#

Hmm strange, this time it gave me an error

#

When switching to android

#

Rebuilding the avatar from scratch using the fbx didnt work either

somber sequoia
#

hmm do you have the latest gesture manager and latest SDK? that ^ looks like it's caused by version mismatches

opal agate
#

Hmmm

#

Ill try updating it if I can and then try again then

opal agate
stoic bobcat
solemn hound
#

how i remove a gogoloco ?

junior void
#

Whats the shader on the hair

weary pagoda
#

One message removed from a suspended account.

junior void
#

And whats the target platform rn?

weary pagoda
#

One message removed from a suspended account.

junior void
#

Are you sure

weary pagoda
#

One message removed from a suspended account.

junior void
#

Is the material animated by a swap?

weary pagoda
#

One message removed from a suspended account.

junior void
#

Youd have to have a look at your fx layer

#

Likely theres an animation layer animating the material in there. Yeeting that layer should do. But know that if you yeet it from the fx layer that is used by the pc one also, itll equally be gone there too

#

Consider duplicating the fx and editing the dupe for quest if you havent

weary pagoda
#

One message removed from a suspended account.

#

One message removed from a suspended account.

junior void
#

As long as parameters are same to sync ft, youre fine

weary pagoda
#

One message removed from a suspended account.

gloomy flint
#

graaaggg... an avatar i have came WITH the prefab for body chairs, which i dont need

#

but if i delete the pefab, it wont let me even test the avatar in gesture manager

#

i dont need it, i dont want it, its a menu i'll never use and it takes up space.

unkempt cobalt
#

And don't worry about the fact that they're all facing upwards, they're all technically connected.

#

These are the two bones that are connecting the limbs, btw.

queen linden
unkempt cobalt
somber sequoia
queen linden
#

Is there a way to turn it into mesh data? Because from what I'm seeing in the folder I have, all the body parts are there.

somber sequoia
#

that doesn't really make sense

queen linden
somber sequoia
#

this doesn't make anything really clear, but I'd guess some of those are albedo textures, some are normals

queen linden
#

Whoops, pardon my earlier question, I'm trying to figure out how to turn this model that I have into a usable VRC avatar. Though yeah there's no 3d mesh, just TGA files. Are they usable or unable to be used due to the type of file it is?

somber sequoia
#

targa files are usable, Unity will take 'em.

queen linden
#

Hmm...

#

Then there's the issue of there being no body.

somber sequoia
#

they tend to be quite large though, I assume it'll compress internally but dunno for sure, haven't looked.

#

there's a .fbx file right there though?

queen linden
#

Oh shit wait there is an FBX. Nevermind there we go. Too many files lmao. Then I guess the tga would be the textures correct?

somber sequoia
#

.tga is an image file, so yes, textures of some sort.

queen linden
#

Awesome. Hopefully they open in Unity as textures.

Time to suffer in Blender for rigging and blendshaping again... Thanks!

nimble bloom
#

Is there anyone here who is proficient in weight painting who wouldn't mind me picking their brain for a moment?

somber sequoia
#

I probably suck less than the average at it 🙂

nimble bloom
#

May I DM you?

somber sequoia
#

if you do it in here or #avatar-rigging perhaps others can learn from the conversation also

#

or contribute

nimble bloom
#

I am currently weight painting an outfit for a friend and the majority of the weights transferred just fine without much revision needed, but I am running into an issue with a leg harness that is near the top of the thighs that doesn't want to weight paint properly no matter what I do to it and it keeps getting either severely misshapen or just clips into the legs instead

somber sequoia
#

remember that weights get averaged, so by adding weight for one bone, you're removing it from others

#

and Unity only takes the top 4 weights per vertex, annoyingly 🙂

#

but otherwise, it's hard to offer too much advice without seeing what's going on in detail

nimble bloom
#

In blender I am only seeing 3-4 bones affecting this piece of clothing, and I have played back and forth between them to see if adding or removing from one would help the other

somber sequoia
#

yeah that's how I usually do it, check all the surrounding bones after altering one

nimble bloom
#

I am not sure if I can post a screenshot here due to the nature of the location of the issue

somber sequoia
#

as long as there's nothing... you know.. showing, it's probably fine. It's a complicated area to paint well.

nimble bloom
#

The screenshot is wireframe

#

But close up

somber sequoia
#

ok sure, DM me

nimble bloom
#

You aren't accept DMs at this time

somber sequoia
#

oh interesting, thought I had that off, one sec.

#

k

#

ah, nothing wrong with that IMO

nimble bloom
#

If you are sure, not looking to break rules lol

somber sequoia
#

I see where it's getting all scrunched up too

#

re: rules, I don't make 'em, so I can't do more than provide my opinion 🙂

shrewd stirrup
#

how do i fix lyuma emulator not working?

somber sequoia
#

probably depends on why it isn't working

shrewd stirrup
#

it doesnt let me see the menu

shrewd stirrup
nimble bloom
#

Did you add the parameters?

shrewd stirrup
#

ye

shrewd stirrup
nimble bloom
#

I am unfamiliar with the lyuma emulator, usually gesture manager not working is a parameter issue

somber sequoia
#

any errors? I use Lyuma's, it seems to just work

ivory turret
#

hey where do i get the gogo loco with dash

somber sequoia
#

the creator's booth page as usual, I imagine

shrewd stirrup
somber sequoia
#

or right there

ivory turret
#

ok thanks

shrewd stirrup
#

np

lost shore
#

When I turn on play mode the avatar has her mouth wide open for some reason???

#

When not in play mode its normal

somber sequoia
#

Got a jawbone mapped in the rigging setup? Remove that.

lost shore
#

Ill check in a min

hollow hemlock
#

Howd i import png file to the project ?? Ive tried using sprite, but i cant upload it cuz it have to be removed by spriterenderer

somber sequoia
#

do you mean, how to put a PNG file onto your avatar? You'd need to put it into a material and that material onto a mesh object

#

(could be just a plane)

#

... wow 430k triangles

gloomy flint
#

hey question

#

you know the general expressions menu, the one you get when you first open gesture manager/click Expressions in VRChat?

#

is there a way to rearrange that specifically?

#

because I want the prefabs I put on my avatar to be at the END of that list, not randomly thrown in the middle

somber sequoia
#

do you mean the avatar's main menu? You control that. Or the VRChat-generated menus - you can't change those.

gloomy flint
#

i hate that i cant change the order of them, thats inCREDIBLY stupid

quasi briar
# hollow hemlock Like this ??

I dunno how others would do it, but I would make a flat plane mesh and then add a material to it. Easily optimized into the base mesh and material

hollow hemlock
marble finch
#

hii

#

i havent played in years and my avatars are quite simple. however, the dynamic bones are misbehaving, like they just randomly.. float?/ stick ?

#

havent touched these chars since round covid

somber sequoia
#

if you can re-upload that, probably do so, and convert the Dynamic Bones to Physbones

marble finch
#

look at the skirt

marble finch
somber sequoia
#

VRChat's replacement for Dynamic Bones.

marble finch
#

mm its gonna be difficult i havent touched unity in years let me see what i can do

#

what version are we on

somber sequoia
#

but we're using Unity 2022.3.22f1

marble finch
#

nvm, i dont think i have any of my project files anymore..

#

😭

#

guess im screwed. welp. rip my avas.

#

actually, i found my projects on unity cloud, but how do i iport them

somber sequoia
#

there's a button in VCC, "add project from disk"

marble finch
somber sequoia
#

oh I have no idea what that's about, but I figured you could probably get a download from it

subtle veldt
#

Ive been trying to get this contact to work correctly it plays the other animation when the contact is tested yet the particle to not turn on im guessing its the way i set up the animator (I am horrible with layers)

#

It goes to the next anim but doesnt seem to really turn the emissions on despite the animtion working with tested with gesture manager and on preview

somber sequoia
#

looks reasonable at a glance

#

well you don't need masks if that's the FX animator

subtle veldt
#

fair to be honest

#

only had it on since it wasnt working

#

i had the weight on zero...

#

at least it was something dumb

somber sequoia
#

oh! haha, yep, I see it now

thorn oriole
#

who can teach me how to make avatars

left wharf
#

google it.
there's many tutorial videos/articles about "How to make an avatar" on the internet.

sick ice
#

does any one know how to fix script errors?

somber sequoia
#

Install whatever package is missing.

#

You may have to check with the avatar details from the creator, they may have listed what you need

#

but that one gives you a clue - seems to be FACS Utilities

#

(I just googled it)

barren stream
#

I'm having a major issue. I had an update on VCC, none of the versions of anything had changed, as soon as I updated vcc my model won't upload with any fx layers in the descriptor, not even gogoloco. Tried 3 new projects, all the same issue. The SDK just goes blank and I get an error and I cannot for the life of me figure out how to fix it. I've never had this issue in the 4yrs ive been creating and the model is due to release tomorrow, I've tried everything. If anyone knows how to help please lmk 😭 video has sound i forgot to mute

somber sequoia
#

wow 500k tris

#

hmm definitely something in the animator, if it worked without

barren stream
#

yeah but it worked perfectly until i updated vcc and then something broke and I haven't touched any fx layers in a few days

somber sequoia
#

VCC doesn't affect unity projects unless you also updated a package in the project

barren stream
#

they all stayed the same 🤷‍♂️ and even adding gogoloco and nothing else has the same result

#

even with a new descriptor

grizzled lichen
nocturne cave
#

Having some trouble where i upload my avatar and it ends up turning BRIGHT PINK, The shaders seem fine and the textures also seem fine, im not sure what do to from here

somber sequoia
#

got a material swap animation that's swapping to a broken material?

vagrant crater
#

i wanna make an object throwable so i can hold it on the avatar but be able to throw it would this at all be possible

tough snow
#

It's Not Great for performance though

sly lodge
surreal dome
#

how do i use Easy Quest Switch?

night valve
#

i try to set up this lava lamp textuire for my avis tail but it looks 2d or looks like a greenscreen effect, does anyone know why? (when the tail moves, the bubbles inside dont move with the tail but rather like its i a greenscreen)

ornate stump
night valve
#

but just image a greenscreen being moved

#

the bubbles dont look like theyre inside of the tail but rather greenscreened onto it

ornate stump
tough snow
#

Could maybe try something with Parallax Effects?

night valve
#

not a drag an drop texture

tough snow
#

Oh like, a custom shader? From where?

night valve
#

on github

#

called lava lamp shader

ornate stump
night valve
ornate stump
# night valve i guess?

Because bakes supposed to be static, while computed mean everything is calculate and render within the shader.

night valve
#

yes

tough snow
night valve
#

i did

#

but i dont know if it explains how to fix this problem or what to do to prevent this problem from happening

ornate stump
night valve
#

its like plopping a moving gif onto something but i dont like it that way

solemn hound
#

Hi how i remove parameters of gogoloco on a avi ?

ornate stump
ornate stump
solemn hound
ornate stump
# solemn hound how i inspect it ? lol i'm kinda new

Inspecting mean selecting an object and look in the inspector panel. So inspect your avatar to find avatar descriptor, look for expression parameter assignment, click on the slot to highlight its file in the project panel, then inspect the file to see list of parameters.

solemn hound
#

Ok

ornate stump
ornate stump
# solemn hound

It's playable layers. But you would have to remove gogoloco layer from that as well.

solemn hound
ornate stump
solemn hound
ornate stump
#

Yes.

solemn hound
ornate stump
#

I'm too lazy to confirm you every step. So ask only when you really uncertain.

solemn hound
spring sierra
#

I've been at this for a day now and I still can't find out what's wrong, I tried deleting and reimporting the 'lilmaterialutils' thing multiple times. There's even multiple copies it, and because of this one issue, I'm unable to upload my avatar

copper carbon
#

how would i go about making phys bones behind me not clip through my body when moving backwards (like a tail for example)

copper carbon
#

ive tried limits but the rotation stacks ontop of other rotation so it still ends up clipping but will look stiff

left wharf
# spring sierra how do I do this?

reinstall liltoon: remove liltoon from vcc, and re-add it (i said "reinstall lilToon". not reimport a single file.)
reflesh Libary folder: close Unity, open project folder from explorer, and delete the folder named "Library"

copper carbon
#

for different animator controllers where should i put things that only change parameters?
cus rn ive just been putting them in FX but i feel like i should use additive or something

ornate stump
copper carbon
#

then whats the point of the 3 other animator controller assignments in the avatar descriptor?

ornate stump
copper carbon
#

wait it can effect mirrors????

#

i have so many questions
to google i go

ornate stump
ornate stump
spring sierra
#

uhhh my vrc thing by the inspector disappeared

#

along with the one at the top

#

what do I do

#

I've tried deleting the folders and reimporting the vrcsdk manually

#

even restarted the project multiple times

stoic hound
#

I sent my friend my blender file of my wolfman to make it more muscular and he can't seem to get it to open in blender on his computer

#

Can anyone please help me?

fervent fog
#

what causes this problem with bone roll on eyes? even whenever i set bone roll to 0 degrees, or 180, it's basically the same outcome. Either on defualt, the eyes are in the back of the head, OR the eyes in the look animation are in the back of the head or vice versa etc.
I keep applying transforms on the armature and the model while neither are parented to one another, then reparenting but it still causes this issue for whatever reason. I have tried asking this on here before, but never really got any answers so I thought I'd ask again.

timber wharf
#

wha. just delete eye bones, extrude two new bones perfectly vertical, name them the same. done. 0 rotation should now be look fwd.

fervent fog
#

ok now its magically good what the fuck

#

thank you lol

#

idk why this is so problematic

fervent fog
#

Ok it's actually not fixed still

junior void
#

i had a similar issue once which was due to me scaling the avatar in object mode while the parts were separated (eyes ended up not in the center of the eye bone anymore, hence rotation into one direction was crazy off)

#

If i were you, I'd grab the eye bones and eyeballs from an untouched orginal and merge it onto your edit

outer nimbus
#

Should I be scaling my avatar? I had to 100x scale it for it to be around 1.7m in height. in base size, the viewpoint gizmo is larger than the whole avatar.

junior void
#

sounds like you may have exported a model from blender to unity and then scalings of gizmos were off

misty musk
#

is unity 2022 supposed to not have the rig options???

junior void
#

if theres an armature, yes

opal agate
#

Lets say I wanted to make a simple toggle animation. To switch between two different materials. How would I make that toggle in the menu do the same but for the quest version of the avatar using different textures that are quest compatible. So when I use the toggle as a pc user, the material change shows up for quest users too. Is that even possible

ornate stump