#avatar-help
1 messages · Page 29 of 1
I'd have no idea without actually looking in your project.
Also your materials may not use maps, you'd have to go look
this is basically everything in the avatar, every texture and then there is the colors and eye textures, i changed it all to 1024
map textures aren't going to be in the hierarchy, they'll be added to materials, if you have them at all.
oh that's the project view - still there's no way to tell from that.
this is basically all that is shown in the avatars textures, basically the same for every single one of them.
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?
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!)
You could also update poiyomi 9 too.
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 :')
running into a weird problem were one part of the clothing is being partially scaled up or moved not sure which
Why is my avatar not passing security checks if it is not high memory and I’m using the latest SDK?
is it a separate object? If so, make sure it's at the right location (usually the origin), make sure the armature isn't in a pose
same object
i think i have an idea what might be the cause but not sure if it is because of the armature
ok it was not that
last idea is there's a shape key active
all the shape keys are set to 0 in both unity and blender
Can someone upload an avatar for me? I’ve tried to do it myself but I can’t.
That's a big security problem, you shouldn't do that.
you might be able to click on it and shift the size toward the right, for me it looks like this
depending on if the outfit is scratch or an assest im not too sure
scratch
scaling can't be don't since the outfit is only scaled by the armuture
plus only that part in the image is the problem the rest is in its proper place
def gonna have to take it back to blend😭
wish you luck
any idea why though?
and thank you
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
Like if I want a specific outfit or hair color
what
if you can change stuff on quest, pc version should do the same and use same parameter list
if its static then ye, just make it look the same. but if its fixed then its a bad idea to keep unused stuff
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
you really shouldnt have different parameter lists between the pc and quest builds
If i log in on pc ans change them will they stay when I switch to quest?
use same menu/params on pc and quest
then you can change it on quest, it wont do shit for you but will for pc people
Will blueprint pipeline link those or do i need to set up single project
They are already linked if you show up to quest and PC people
yes blueprint is what links your avis
the blueprint id is entirely what links the avatars together
as long as id is the same
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.
if quest also doesnt have a synced param for that slider, pc should remain as uploaded
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
dont make people download and store in vram textures they will never see
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
A tutorial link would be cool
I do want the features when I'm on pc
k, then just find menus/params on pc version and make quest use the same ones
thats the easies way
itll remeber whatever you used when on pc, and you can also change it while on quest
(without quest users seeing it but ye)
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?
I'm not sure why you'd need that AnyState transition, but otherwise yeah, looks ok
ah ye remove anystate
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
anyone familiar with making normal maps by baking from high poly mesh can help me? 
@night ember nah, thats the right way, saving the layer is always good
fair enough
Thanks!
@heady raptor uh just increase ray distance?
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
wha
you create extra synced bool
you use parameter driver locally to set it to true/false on top of showing you animation
you use that bool to transition between remote states
well, its not "extra" since its the only synced bool youd need
local stuff is driven by contacts
ohhhhh thank u ill give that a go i was following what someone else told lol
is there a way to raise and lower your avatar while using fbt?
ive tried gogoloco but the radial thingie just doesnt work
OVR
ye, only steam+ovr i believe
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
nah doesn' twork, i could simply send the .blend file, it's the first time i'm trying this method :p
i have ovr but my pc cant run pcvr so i was wondering if there was some prefab or smthn
@nocturne cave @somber sequoia thank you too for the help turns out the problem was me doing all transforms
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
substance painter was actually stupid easy
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
there's the thing, i made my model/avatar from scratch
oh my god im stupid i forgot novapie has a folder dedicated to physbones and they arent actually on the armature
vaporizing myself off the fucking planet rn
ok i have a new issue
me too
i fixed one issue and found another lmao
yep, been doing that all day here
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..
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
skirts are so much fun!
please, give us Magica Cloth
colliders aren't reliable, physbone angle limits / weight paints or constraints better , skirts just painful
yep.
i'll look probably into constraints because I tried angle limits and they arent reliable for this
rotated bones on skirt to face inward ? or angle limits not really any good for skirt
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
colliders just bad, can clip any easy , angle limits no way they ever get near your mesh unless you contort in fbt
yeah I've tried that a few times, it gets kinda close but just not good enough
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
unless it goes ABOVE the collider
maybe i'll do a small mishmash of angle limits with a better collider size and see how that looks
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
yeah but to fix it you need a hilarious number of bone chains
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
oh that moves pretty well
thats better
novapie released pip as a free avatar and the physbones make it feel SO rushed
theres other things but yeah having to go through and fix them is agh
why is there a thing where the max stretch 999
im going to vaporize my soul why is this plushie at 999 stretch oh my god
im going to move to general avatar now bc i figured out my issues but damn
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
how would i import these? its vrcfury compatible and i cant figure out how to add it
its custom menu icons
you go to your menu configurations and select the icon they'll use
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
no instructions haha
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
it was just a free asset posted in the server
if it doesnt work with just a hierarchy i'd just go the long route tbh
and someone made it vrcfury compatible
i have no idea what that means lol im not very experienced
yeah, do that, then test in gesture manager
yeah i did that then did an offline test and they arent showing
just use gesture manager to test things, offline build and test is jank
click the play button at the top
ty
how do i turn on audio in VRCC to test if the audio i put on something works?
oh,, i found it,,,,
you realize that VRCC, if you mean Creator Companion, merely launches the Unity editor for you, and you're using Unity right now, right?
,,, u realize that doesnt matter right
it's good to use the correct terms for things, so people understand what you're talking about.
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
have you been here long? 'cause I'm not so sure about that...
common sense isnt common but its not my problem. i found how to listen to audio so i dont need help with it anymore.
I have a problem where my normal maps are breaking my textures and look like this on quest. How do I fix this?
Is it possible to paint avatars or assets in 3D format on the iPad? I'm having a hard time with the 2D maps
I thought ProCreate could deal with 3D models in some way - I'd try looking at that.
it doesn't have a way to mirror paint 🥲
Damn 🫠
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.
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
itd be infinitely easier to just find a mocap or make a simulation of it in blender that is converted to animation
yep
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
they have a lot of really good ones
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.
It looks and works a-okay in config and animation, looks good in the main window
But when I go to hit play the thumb deforms and breaks outward
I've reset bone rolls, I've changed weight paints, I've moved the bones, I've completely redone the bones in the hand
Yet this issue persists
And it's honestly driving me a little crazy lmao
Even in blender it looks just fine
Does I only have to import the FBX ?
Cant drag any pictures or files into my VRC related unity projects, but non vrc related it works. Whats going on?
Define cant
my cursor turns into 🚫
you can fix it in the muscle settings
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
This only began happening suddenly today
I haven't used it so can't help further
procreate can import OBJ and USDZ https://help.procreate.com/procreate/handbook/3d-painting/import
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
You're a lifesaver, the deformity seems to have fixed, but the issue I'm having now is that the thumbs seem to be moving on the wrong axis, if that makes sense?
why keep it simple when you can make it complicated
😂
But ty
i think thats intentional how it's supposed to look for that slider
Aaaaah, gotcha. Guessing I should make it so the fingers curl over the thumb via the muscles instead of vice versa?
yeah probably
I'm also thinking that the weight painting I have for the thumb isn't enough in comparison to the rest of the fingers
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 😭
Ooooh yeah, that might be a bit of an issue
Gotta add more red to the respective digits
It honestly might just be worthwhile making some custom hand gestures instead
Freedom at last
how do i fix this? This is a PC only avi btw -
honestly I'd just redo the materials
idk whats happening there
transparencies are messed up definitely
but probably a lot of other things too
or check you imported all the right shaders
and the right version of the shaders
poiyomi was the only one that they told me to put in
im using my latest one
if it's an older avatar it may need an older version of poiyomi?
in general this avi was a little confusing, since the fact i have to put the materials to the correct shader
ah, honestly it seems like there was issues with the import for either the shader or the avatar
like I said; I'd just start from scratch if it were me, or you can mess around importing packages until it works
idk how else to fix it :(
What was a uv map ?
basically maps where the texture should show on the mesh
i might just delete it in total, sadly :')
could be you don't have "alpha is transparency" checked on your albedo texture files
the face looks very not right though
idk if that's transparencies
mostly I was guessing based on the red stuff, blush usually has an alpha component
otherwise, it's hard to tell without seeing material settings.
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
I just choose a different animation from the dropdown, and it resets back to the rest pose
oh you don't mean in the editor?
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
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.
sure. entry -> play trip animation -> play an empty animation clip
probably do this in the Action layer, with appropriate tracking control and such
Ooh okay okay I will try thiss
Would it be something like this? I also have this set as a Bool
seems reasonable
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
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.
set the renderer to render back-sides, by default it'll only render fronts
Where is that at?
in the shader
I think its already set to backs?
culling the back means it's not rendering the back
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
Figure I should ask here, does anyone know how to increase the range of blendshapes?
May I please ask where does one get started on an avatar commission?
Try the VRCtraders server
Discord Link, my friend?
Sent it as a DM
Much obliged.
I’ll have to set up the description thingy majig tommorow.
The link for that is in #1204490664637890580 too
you don't in Unity, but you can do it in Blender. Kinda weird though, since it has to interpolate where the vertices go, it may not be where you expect
(aside: I bet you can in Unity by scripting)
I figured it was in blender, Just need to figure out how to do it, I can get the sizes I want by over doing the slider values, just need to figure out how to set that as the 100 value
one way is that you can apply a blendshape to basis, then if you apply it again it'll double
you can also increase the range
Can you link to a tutorial?
I don't have one
but there's a "max" right below the value setting for a given shapekey
I got a lot of stuff to learn about lol
don't we all 🙂
I'm currently blocking out most of what's soon to be a low poly chibi model
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
but it's been a very long time since i've worked on retro style low poly
any feedback is appreciated
the backside is mostly just one big blob lol but i didnt see how else to do it
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
If you're asking for "one click to get it done" then no. You'd have to manually split, possibly retopo, and weight paint again.
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
Well damn my funny joke failed
But still thanks for the answer, wish I knew how to do half of that
Knowing nothing isn't a funny joke.
Id guess your issue is in the script part of the avatar
When you're setting up the stuff for the avatar properties
Did you use vrchats defaults?
im useing these so yes? i think
Is your head part of this body mesh?
no, its just called body bc i didnt change the name
Its hard to see the inspect tree
You gotta select the mesh that contains your head
thats what i have ;^;
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?
yes
wait no
huhh
it did
wait yes, ok, yes it changes
everything works in unity just not vrc
oh I see it in your video, good. You can test visemes in the editor in play mode with Lyuma's AV3 emulator
(maybe gesture manager too - I'm not familiar with it)
i use gest, i dont think you can
where can i get Lyuma's AV3 emulator?
VCC
That server was a big waste of my time! But still thanks anyways... punk.
Why is it though?
How am I the punk?
Bad timing I suppose.
And for you! You need to learn how to take a joke.
You got to learn to carry the joke, I left it open for further funny
Whatever.
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
that would be somthing with the tex/shader that your useing
Have you set anchor probe for all object?
i have the shadow and reflector probes set
if that is what you mean
ill look to see if there is another mat that i missed or something
That should be called anchor probe. Just to be sure, can sure screenshot where you set it?
can do in a bit
the only "probe" i know of
Anchor override.
So they're the same on all object?
all on the same thing for the hair yes
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.
oh yep had some missing mats guess i diddnt save that when unity crashed earlier oops
we good now thank you so much!
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
Did you record it to move?
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?
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?
The animation that came in fbx file suppose to be used on animator of the fbx file itself. If you use it on avatar animator then it won't match the path.
Ok, do you know I can fix it? I know it has a working animation, it plays in unity just fine
Either you have to manually change animation patch to retarget object from your avatar root. Or use vrcfury or modular avatar workflow to create modular toggle where the fbx file itself it a root for animator.
ok thank you
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.
i need help trying to watch movie
Does this relate to avatar creation?
its a documentary on creation of avatar 2: the way of water
show layer setup/how it is on by default
Go to popcorn palace discord and ask there.
Ok where is that
The link should be in world description and in the world itseld.
Ok
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.
why it goes to empty clip with no exit
I can't see it
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?
and check all your transition properties against og ones, you dont need 0.25 offset for driver etc
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 ???
I know that part too. What is weird though is that if they are not set to 0.25 the animation itself will not play in play mode.
I decided to get rid of the empty clip and now it just foes to the blend out stand. How would I get it to reset back to its defaults?
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
It is made for the base and I did use vrc fury and it was way worse then this they wouldn't bend before and doing it manually it was at least able to move with the avatar there just not linked to it for some reason
I can't figure out what is going on here
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
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.
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.
NEVERMIND, I have fixed it. Probably
So? How do I get the hand problem fixed?
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.
Any ideas of what I am doing wrong here?
Your model wasn't exported with correct scale.
Any ideas why?
That was why.
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?
When exporting, you have to change Apply Scaling to FBX all.
That happens when you altered the model armature while the model was unpacked in the scene.
do i just need to remove all the bones and then re-place the prefab in the scene?
like make a new avatar prefab
Drag the fbx file into the scene again. Aka, startover. Do not unpack model.
Yes.
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
Thanks
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
Anybody knows how Neitri's Wireframe shader works?
I get huge noises nearest to objects
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
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
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
Ok, how do I connect my hair to my head? this is getting weird
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?
Dont scale them in unity to begin with
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
What does "allow posing" in physbones do? And should I have it enabled?
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
if you press trigger you can lock it in place
Ohh that's what that is okay
Without posing if you let go it just returns back to its position
Posing lets you freeze the pose where you clicked trigger
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
Well I mean yea
If you export and overwrite thats changing the fbx and prefab in scene
wtf happened 😭 looks normal in unity
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
Weird blender settings I believe
Export scale is wrong
where do i change that
Blender
Its not deleting
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
I wonder if the bones were scaled in unity bc theres a toggle that scales them back ig
I can see that being done
Probably or weird edits the guy didnt feel like doing in blender
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
who did you buy it from jesus
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
Thats a picture not an fbx
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
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
I dont see a way to export mixed scalings
You cant change scaling in unity
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
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
Looks like the idiot used a unity script to convert to fbx
Something fishy for sure
What does the hierarchy look like in blender
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
what does the hierarchy look like in blender
Like this?
What even is the model you bought
The fbx isnt the problem here
Its the fact the guy very likely used a script of some kind to convert it to fbx
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?
where did you even get this mess
You dont understand what I mean
If a person takes something in unity and tries to convert it to fbx it breaks it completely no matter what
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
Can we quickly cover how you got this into blender
Blender import -> fbx
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?
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
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
The fbx file itself (before you put it into the scene) has the strange scaling
Yeah lmao
Or was exported from unity after making edits in unity
Everything exported in unity with an armature will always fuck up
Especially doing shit like I saw in that image
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
Thats the only actual way to fix it and make it usable in blender
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
set the cursor to the origin, (shift +s ?) and then at the center top, use transform orientation cursor
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
We told you you need to do it by hand but you wouldnt listen
how to mix/make the shading the same on these two objects? (same polygons, different meshes)
when you separate the mesh, it will change where the normals are facing to, but you could use a data transfer in Blender to make the normals look seamless
normally, I would duplicate the mesh, combine them together again, and use the data transfer to your separated mesh
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
it doesn't look like it fixed the model(
the material is the same
Try reinstall lilToon.
If that doesn’t solve the errors, close unity & delete Library folder from explorer.
you can try this
thank you! I will try this out after my lil nap
merge by distance (unless you must have mesh separated)
is there a way to fix this or did i just waste hours or work?
That’s side-effect error. open console and see first few errors
i'll have to reopen it later, i wonder if it had anything to do with me getting rid of some parameters and menus
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?
What’s the error say?
We don’t know what asset/avatar do you want to upload and what’s happening on your Unity
Don’t clop your screen shot. This screenshot doesn’t include necessary info
Oh ok. where exactly do you want me to screenshot
Whole console tab and first few errors in console
I should also mention this is a set of four avatars. 3 of the 4 uploaded perfectly fine
Oh, my bad. The “error” stands for the messages which have red icon
OMG there’s no useful info lol. have you tried reopening Unity?
Yes. This is actually my third one I have opened.
Ok, clear console, try reupload, and show me what the SDK says and console shows.
Where do I find where the SDK part is.
The error appares near the Build & Publish button when upload fails
Ah ok
Best shader for android upload?
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 ^_^
There’s no best because it’s depends on how do you want to show the meshes.
You can see the list of shaders you can use from here > https://creators.vrchat.com/platforms/android/quest-content-limitations/
how does this even make sense
According to the official document, VRChat/Mobile/Particles don’t have “Alpha Blended” shader. So you cannot use this.
damn i think my whole avatar cant be put to use then 🥲
Lightmapped and alpha blended are shaders optimized for Quest worlds that for seemingly legacy reasons are now stuck in those folders.
someone help please? missing scripts? IM SO CONFUSED
Some component on this avatar requires a package you did not install
see the instructions for the avatar, it may tell you what to import
why doesnt vrchat/mobile/particles/alpha blended work?
are you trying to put it not on a particle system?
I had the same issue. It's VRCFury right? Just use an older version for now
yeah
it's for particle systems...
but additive and multiply work on models
yes
swear alpha blended used to work
It has never been.
what do i use for these then for quest
additive removes the dark parts and multiply removes the light parts so cant use those
and toon lit doest remove the transparent parts
The avatar isn't intended for quest it seems
yeah, you can't do alpha transparency on quest
bit silly that
it's a glorified mobile phone...
tysm!
it worked fine with bloodborne 🤷♀️
and?
so its possible with no issues
it used to be possible with the vrcsdk a while ago when you got to the upload screen
bloodborne is a modified sdk isn't it?
it's possible, but just because it "worked" for you doesn't mean it isn't a problem
Yep, breaks limits and such
It's modified sdk so what you had done was illegel.
illegal*
Well thanks.
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
guesswork - uv not the same, wrong material on mesh(es), decal / missing matcap ,yadada
Guys I bought a pen but the pen won't stop writing even i didn't press any button pls help I cry
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?
There is a Readme file included in the same folder as the Gogoloco VRCFury prefab.
this is my file, and my vrc fury doesn't include a visible auto install, things have been moved around
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
Without more information my guess is that you have the wrong material slots assigned
you don't need a script for that, make an animation to disable the thingy, and use the IsLocal variable in the animation layer
thank you
Not actually named "Readme", but I meant a text file that exist in the same folder as the prefab.
Sorry, image file.
I'm up to date with gogo this is the only image file which is old school manual set up for write defaults
it ought to be as simple as just dropping the VRCFury-specific prefab onto your avatar.
I have another actually, maybe some hidden? can you just tell me? Dont know what I'm looking for
Did you look in the Prefabs VRCFury folder?
Thats my point, VRCFury is supposed to have a prefab but it doesnt and in pinkys tutorial in tne comments they say vrc fury has moved it and now gogoloco supposedly has the prefab on it, like im following old outdated tutorials I dont know what the deal is now
Yea, the prefab should be right here right?
No.
Ok in pinkys tutorial it was
Prefab folder inside of Gogo.
it should be in the GogoLoco folder
ok heres my gogo
You haven't open the Prefabs folder.
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.
What have I done?
im on the .6 one I think whatever is newest
VRCFury.
also there's a vrc fury discord too
Ok I see, so pinkys tutorial was way different and the comments section were all sorts of wrong
yeah probably that's a bit outdated
it does seem like every version of GoGo Loco, even the patch releases, has significant changes
Wait, I might actually need help.
I'm trying to reupload the older version of my avatar and it's not working.
😭
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
tyty
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
If the only thing rated poor or very poor is my triangles, is that fine?
Switch rig type to None, apply and back to Humanoid and setup.
Not an expert with file conversion, but my guess is its a bug, go back to blender, export > apply all transforms, try again, fix mesh if any pop ups show in unity
Most of the time it's fine. Unless you excessively mean by lot.
200k>?
Also depends on platform. 200k for pc is fine, but quiet concerning for quest.
Full stats (I'm fixing materials slots and skinned meshes )on't worry.
what's the light for?
No that's not fine if optimization is the game
Also if you said greater than 200k that would include 1m which isn't fine.
tried that
no luck
Flashlight
ahh
I'm scared of the dark and my friends make me play horror games.
That is never leaving my avatar.
Can you screenshot the menu where you set the rig type?
The only issue is triangles.
They can probably get sub 150 but that's about it.
Is it look fine in the preview?
Did you actually click on Apply after changing to None?
It's does, I did click apply too, but the avatar is just gone in scene
unpacked - bad
wait, is that avatar unpacked?
this won't work, drag a new model into the scene and migrate stuff to it
That's the different issue. This one is because you edited the unpacked model.
damn first avi where that's been an issue
Editing unpacked model has never been safe. You'd have to know the reason why it work and why it doesn't.
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
The year shouldn't matter though.
it seems the UVs got deleted in the process of adding the clothes ... any way to copy them from the other model?
all good, thank you for the help
thank lord for pumpkins avatar tools
or i think they're just on a different UV map actually
any unity tools that can rename or duplicate shapekeys on upload?
Why would you do that?
blender time for that
ive seen tools do stuff like this before tho so if anyone knows the names of them I'm still interested
for real
Is that for a person I replied to, or did you get some new question?
i can think of many cases lol but im too lazy to type them
For example?
I was agreeing, but in shock
thats why tools like starmesh exsist for example
Examples pls
i was looking for something similar to this
no, cope
My point exactly
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
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
people will use the wierdest tools instead of 1 minute in blender
For real, super lazy
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?
can someone help me
What's up @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
Can you send a screenshot of the SDK menu on the quest side
Close the project and reopen it again. I think that's just a loading issue
Happens to me sometimes too
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\
now it said it failed cuz it doesent see a thumbnial
wiat
finally it loaded
its uploaded now
The only tool I know that change blendshape name is model obfuscator, which meant to rename everything jumbly to make avatar ripping harder. You didn't mention your use case so we can't recommend any tool that would suit your unknown use case.
Honestly I'll type it out tomorrow I'm just tired is all
Thanks
And if you gave good enough reason, you might be able to convince people to search for the tool.
Nice nice
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?
Show the stats on the builder window in Unity - probably something is way outside of norms
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
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
i did lowered to under the 500 limit and still security check fail :/
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.
ill try this thank u
so it did work, but for some reasons after uploading the quest version it broke again (security check)
that's a quest version? that's going to be awful for performance, yours included.
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
this server is the place to go for commissions https://ptb.discord.com/channels/189511567539306508/1204506421631393913
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
So one of your particle systems then uses something that is outdated or not allowed to be used as such anymore. It could be the particle destruct thingy that they implemented a few months ago to not be supported anymore. Consider replacing or disablign any function tied to that
Now I'm too scared to do anything jesus- I tried my hand at help but as soon as I fixed one thing it gave me more issues. Now I just need to deal with blah blah make sure your neck and shoulders are children to chest/upper chest. I doubt changing the name of the bones will help but I'm honestly willing to try anything.
Thanks for the advice y'all. Probably saved me butt ngl.
May have accidentally opened a Pandora's Box of friend requests.
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?
Any idea how to fix this? im losing my mind
did you check the log for details?
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
you could paste the first 2-3 error messages (at the top), that may help.
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
Hey, is there anyone who could help me with toggles
You have to be more specific about the problem you have so someone know they could help.
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
either animate a hue shift, if your shader supports that, or swap materials entirely.
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
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
it generally doesn't get you much over just reducing texture size itself, and tends to be worse quality anyway
Alright, so the second render to the right is incorrect. That only happens when you have your hands up to your chest. I meant to say that the arms look weird when they are down.
Since I'm at a workplace right now, I cannot make a new render resembling the issue at hand because I don't have Blender, so please just take my word for it. Any ideas on why this occurs?
-# 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.
i responded to you with a potential solution earlier
I literally just said that the second render was incorrect.
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.
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?
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
VRCTraders, gonna get scam requests here, prob will recieve a few within the next few minutes
a miracle worker, probably. That's really hard to meet all of that criteria.
There's some good tutorials on skirt rigging though
yep
You know if its possible to apply a blend shape to an avatar through a clothing asset with vrc fury by chance?
not sure what you mean by applying a blendshape to clothing if it's on the base, it doesn't quite work that way
I know its not intended that way but vrc fury seems to have a lot of applications/potential.
but VRC Fury does have a blendshape link, it'll just match based on the name, works decently.
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
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
complicated territory, lots of work: https://www.youtube.com/watch?v=Zx9v-3bgBa8&t=33s
They'd need to have the avatar model with the blendshape
Ok so there is no way with vrc fury to apply a blend shape to the base model through a clothing asset?
there's no way to add a blendshape to a model other than remodeling the model itself
(sometimes I wish there were)
you dont need to reMODEL it, but you do need to do a bit of work
I have 2k hours in blender
but you do need modeling skill bc you make the blendshapes yourself
thanks
yeah I was kinda glossing over it really
then perfect kioshi
The goal is to make a clothing asset for a model that I CANNOT redistribute, which doesnt have a convenient blendshape on it
you would need to open the fbx in blender and make the blendshape yourself. Unity is fully incapable of making blendshapes.
yep, no real good way to do that, unfortunately
let me ask a different question then, is there any way to apply a blendshape for a model through unity?
you don't apply a blendshape like you're saying
you make one, in Blender.
You put the model in blender and create a shapekey there.
That is the end all be all, you literally cannot create a blendshape in unity.
all the VRCFury component does is trigger an existing blendshape with a name that matches one on your asset.
remake the mask to fit the face without a blendshape
^ this is the way, unfortunately
Its not a mask, that was an example
I always get stuck on this one bit cause I doesn't work the same as he has it
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?
yep, that's what it's for
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
Its not something anyone can walk you through because its very time consuming, and anyone who can will want money. VRCTraders or Fiver is my best advice, you need a lot of knowledge of animating/constraints etc
Alright i'll consider that, thanks
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?
there is no "apply" here, that isn't a thing that can be done for blendshapes.
Alrighty, I appreciate it
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?
depends on how it's stored, often you have them in a .fbx file, you can extract the animation from that in Unity
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
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
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
yes, that's basically what I said
yea im thinking its theoretically possible but insanely complicated, also as you said
the shape key is mostly just vertex positions
Im getting security checks failed and a robot. How do I fix this
console have any errors?
this security check thing has got to be a FAQ at this point.
Nope
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

hmm do you have the latest gesture manager and latest SDK? that ^ looks like it's caused by version mismatches
Just ended up removing the avatar 3 emulator and it decided to work
Dang, just trying to find more ways to reduce size so I can add more emotes :/
how i remove a gogoloco ?
Whats the shader on the hair
One message removed from a suspended account.
And whats the target platform rn?
One message removed from a suspended account.
Are you sure
One message removed from a suspended account.
Is the material animated by a swap?
One message removed from a suspended account.
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
One message removed from a suspended account.
One message removed from a suspended account.
As long as parameters are same to sync ft, youre fine
One message removed from a suspended account.
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.
So, this is what I mean. I've hidden the bones that would be considered irrelevant.
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.
Sorry, just saw this reply, the model files are in TGA format. I have a video on how to convert XPS/mesh files but I'm not sure if that's the same.
For context on what the issue is, refer to the original post here: #avatar-help message
TGA is an image file format, not 3D mesh data
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.
that doesn't really make sense
this doesn't make anything really clear, but I'd guess some of those are albedo textures, some are normals
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?
targa files are usable, Unity will take 'em.
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?
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?
.tga is an image file, so yes, textures of some sort.
Awesome. Hopefully they open in Unity as textures.
Time to suffer in Blender for rigging and blendshaping again... Thanks!
Is there anyone here who is proficient in weight painting who wouldn't mind me picking their brain for a moment?
I probably suck less than the average at it 🙂
May I DM you?
if you do it in here or #avatar-rigging perhaps others can learn from the conversation also
or contribute
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
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
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
yeah that's how I usually do it, check all the surrounding bones after altering one
I am not sure if I can post a screenshot here due to the nature of the location of the issue
as long as there's nothing... you know.. showing, it's probably fine. It's a complicated area to paint well.
ok sure, DM me
You aren't accept DMs at this time
oh interesting, thought I had that off, one sec.
k
ah, nothing wrong with that IMO
If you are sure, not looking to break rules lol
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 🙂
how do i fix lyuma emulator not working?
probably depends on why it isn't working
it doesnt let me see the menu
even adding gesture manager i cant click on any toggles
Did you add the parameters?
ye
yeah it happens when i add emand the fx
I am unfamiliar with the lyuma emulator, usually gesture manager not working is a parameter issue
any errors? I use Lyuma's, it seems to just work
hey where do i get the gogo loco with dash
the creator's booth page as usual, I imagine
or right there
ok thanks
np
When I turn on play mode the avatar has her mouth wide open for some reason???
When not in play mode its normal
Got a jawbone mapped in the rigging setup? Remove that.
Ill check in a min
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
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
Like this ??
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
do you mean the avatar's main menu? You control that. Or the VRChat-generated menus - you can't change those.
i hate that i cant change the order of them, thats inCREDIBLY stupid
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
Oh yeahhh, it does works. Thanks tho
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
if you can re-upload that, probably do so, and convert the Dynamic Bones to Physbones
look at the skirt
i dont know what that second part is lol
VRChat's replacement for Dynamic Bones.
mm its gonna be difficult i havent touched unity in years let me see what i can do
what version are we on
good place to start: https://vcc.docs.vrchat.com/guides/getting-started
but we're using Unity 2022.3.22f1
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
there's a button in VCC, "add project from disk"
its on unity cloud tho
oh I have no idea what that's about, but I figured you could probably get a download from it
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
fair to be honest
only had it on since it wasnt working
i had the weight on zero...
at least it was something dumb
oh! haha, yep, I see it now
who can teach me how to make avatars
google it.
there's many tutorial videos/articles about "How to make an avatar" on the internet.
does any one know how to fix script errors?
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)
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
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
VCC doesn't affect unity projects unless you also updated a package in the project
they all stayed the same 🤷♂️ and even adding gogoloco and nothing else has the same result
even with a new descriptor
the animation doesnt work with the model i want it to work with, how would i make it work with all models [i also want it to work when i make a luigi model]
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
got a material swap animation that's swapping to a broken material?
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
I know there's some props that do that, unsure how they actually accomplish that but there is this? https://github.com/VRLabs/Rigidbody-Throw
It's Not Great for performance though
looking at it's stats, you could fit in a medium sized avatar, and you would still have room for other stuffs too
how do i use Easy Quest Switch?
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)
Do you have an example what it supposed to look like?
no
but just image a greenscreen being moved
the bubbles dont look like theyre inside of the tail but rather greenscreened onto it
Because that's usually how material and texture works: it paint the texture on surface.
Could maybe try something with Parallax Effects?
its a baked shader
not a drag an drop texture
Oh like, a custom shader? From where?
Do you mean computed rather than baked?
i guess?
Because bakes supposed to be static, while computed mean everything is calculate and render within the shader.
yes
Did you follow the instruction PDF they have?
https://github.com/normalizedcrow/LavaLamp/blob/main/Instructions.pdf
i did
but i dont know if it explains how to fix this problem or what to do to prevent this problem from happening
It doesn't even showcase what it suppose to look like. So I guess what you had is the correct effect.
there is a public avi that uses this shader its called routa lvmp01 and on there the bubbles of the shader stay inside the avis body rather than move when you move like a greenscreen effect
its like plopping a moving gif onto something but i dont like it that way
Hi how i remove parameters of gogoloco on a avi ?
You might be missing some of the step in pdf. You would have to try follow it again carefully. And it still didn't work, you better have to contact the author.
Inspect parameter file of your avatar and delete parameters start with "Go/"
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.
Ok
this one ?
No.
It's playable layers. But you would have to remove gogoloco layer from that as well.
ok is done disable now i have to find those you said
It's right below what you show in the screenshot.
here ?
Yes.
I'm too lazy to confirm you every step. So ask only when you really uncertain.
i think is done anyway thankss
how do I do this?
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
how would i go about making phys bones behind me not clip through my body when moving backwards (like a tail for example)
Use limits
ive tried limits but the rotation stacks ontop of other rotation so it still ends up clipping but will look stiff
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"
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
You can put it any where. The most sensible place would be close to where you use the parameter.
then whats the point of the 3 other animator controller assignments in the avatar descriptor?
They have different purposes, also for legacy compatibility and how it deals with your mirror reflection avatar clone.
Somewhat yes.
You can just read vrchat documentation.
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
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?
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.
wha. just delete eye bones, extrude two new bones perfectly vertical, name them the same. done. 0 rotation should now be look fwd.
same problem
ok now its magically good what the fuck
thank you lol
idk why this is so problematic
Ok it's actually not fixed still
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
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.
sounds like you may have exported a model from blender to unity and then scalings of gizmos were off
is unity 2022 supposed to not have the rig options???
if theres an armature, yes
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
Possible, but quiet tedious. You have to duplicate the fx layer, duplicate the animations, and replace animation in the fx layer for quest.