#avatar-help
1 messages · Page 30 of 1
on vcc + unity 2022, it keeps showing this screen and then begining to import again and failinga nd going back to this screeen 😭
wtf do i do
Do what it tells you?
ive downloaded the latest one + crossposted the question in vrcfury discord
wait for their response then
Hello, I've been trying to upload this model I've made but for some reason I get very weird shading issues that I do not understand.
I've recalculated my normals and checked that they were all good (which they are) and also checked if I had any issues with the UVs (they also seem to be fine) and I'm left wondering what else could be causing this issue and how to fix it. Any help would be greately appreciated.
What weird shading you said?
You can see that some faces look odd around the arms, the hips and the face
those look normal in blender
You'd have to zoom in more. It's hard to see what's wrong from afar.
let me get a better screenshot
there
i don't understand why they appear so oddly when they look completely fine in blender
i am also very confused at the one on the face as i didn't make a blush blendshape and yet it appears that the issue is around a non existent blush area
Have you enable legacy blendshape normals for the model in unity?
i did not, but enabling it didn't seem to help either
I just enabled it and the issues are still here
Can you check in material? Does it have normal map?
no it does not as I use the "Toon lit" shader
Toon lit doesn't take surface normals into light calculation so that might be entirely something else.
yeah the problem is that I don't understand what else could cause the issue. I've checked my texture and UVs and those are all fine. The issue only seem to happen around specific faces which makes even less sense
Is there a tutorial for adding bones to an existing rig?
An avatar I imported is really weirdly shaped and thus doesn’t have a proper ‘chest’ bone
Just watch tutorial about rigging.
tails look way better with limits than collisions
The process hasn't changed for a decade so any tutorial should work.
Anything for making avatars with multiple limbs? Or body types that aren’t plain humanoid? I’ve got one where the legs bend inwards instead of outwards lmao
So I know transparent shaders on quest don't work, but I recently found this avatar that has what appears to be transparent textures and I heard It has something to do with blender
Any ideas?
still need a transparent shader to make transparent textures show up transparent
You'd have to learn fundamental on how to rig so you would be able to rig anything you want.
And then even if the rig bends the legs inwards like the model does, selecting the ‘humanoid’ option when making the avatar will make it work properly?
Without botching the model I mean
assuming you do the weight painting well...
bowlegged usually cause your leg bones arent straight
No no the character is supposed to
Fundamental rigging isn't about just humanoid bone. It's for everything that has bones.
That’s why I’m asking
Right I mean the ‘humanoid’ option you select in the vrchat avatar creator part
That's a different topic, first thing you'd need to propery rig bones as in general process. Then to integrate into vrchat with humanoid bone, you'd have to research for how to deal with digitigrade legs.
Actually I have a bunch of specific questions about the model so anyone mind me dming them
You gave me the proper term for describing his legs you’re a saint
Also this model is being imported from a game, so in Blender it turns into a preset pose (not a tpose) . Is that gonna be a problem?
I'm not sure what preset pose you meant is.
It’s from the game and is a way the character stands, rather than being a reference pose like most tutorials have
It should be fine unless it's really weird, Unity will try to force it into a T-pose, if that doesn't work you might have to fix it in Blender
Unity made his Tpose arc his neck at 90 degrees so that’s fine lmao.
But like in Blender and Unity (only when not assigning bones) he’s in a generic pose from the game
Wish I had my laptop rn to show images of what I meant but yeah
In short this guy is a pain in the ass to work with but idc
so im having issues with an avi
the eyes dont move, i cant edit their orientation in unity, it just downs the green rotation orb but it wont let me actually rotate them
is it because of vrcy fury or something?
Is there any way to make the black here transparent on blender?
I'm relatively new to this, and searching it up hasn't really given me the best results...)
Setup shading and link alpha from image node in to alpha slot of shader node.
why is the weapon not moving with the arm??? it moves with it on blender so idk whats wrong
it isnt parented/linked to the hand bone
Did the weapon has it own armature? You unpacked the model in the scene, so that's potentially breaking the model.
no + i dont renember unpacking it but ig i did?
or unity auto unpacks it on 2022 for some reason
Unity doesn't auto unpack.
idk what i did then lmao
How did you put model into the scene?
nevermind, you're in playmode, so that instanciated the objects.
If the model I imported into Blender and Unity has an armature already made should I delete it and make a new one?
Just need to be aware, any change you made to the scene won't get saved after you exit play mode.
If you want to learn how to rig from ground up then sure. Or you could study its current rig and start edit from there.
Oh I’m 100% Just remaking the rig but simpler cuz half the bones he has wouldn’t be relevant for vrchat on a quest
it was in playmode to show that its not actually staying with the wrist mainly, ik it doesnt save playmode stuff
idk what to do
do i need to weightpaint it to the wrist??
Like I said the rig matches his model but it doesn’t have enough bones and idk what to do besides add another bone to the rig
Like there is no chest on this man to be found wtf do you want from me game
Not sure how it wouldn't be relevant for quest.
Figured I’d bring it up cuz knowing my luck there’s gonna be some sort of quest only issue with the model
I’m already gonna have to optimize the model cuz he’s too high poly
You could try using move tool to manually move bone in edit mode.
Root bone is for calculating mesh bound only, so it doesn't actually move the mesh.
If you moved entire body by moving armature object, did the weapon move with it?
I've done that before and resulted in same issue, it's so dumb this happens. Like I've even applied transforms to everything, so should be no issue when everything then is at 0 right? Like what even causes this for vrchat, and also like why do the eye bones for vrc models have to be pointing straight up and not pointing in the directly of the eye itself.
Like Idk why I've run into this issue so much
I know it uses mostly unity's default humananoid rig stuff, but they also add their own IK bones after with the Avi descriptor n what not
So is this an Avi descriptor issue or like what
Cause I really wonder what makes this a problem just for vrc
Like you can tell with the rig itself it's super chilling with humanoid when you are configuring it
But it's specifically when going under the eyelook stuff and seeing the eye rotation states that this problem happens
i found out why the eyes dont move...theres no eye bones
how do i fix that?
its only eye contacts
You can to add bones in blender
you'd need to add them in blender
And weight them
idk how to do that at all
so im just gonna have to have a friend do it or walk me thru it
Here's a tip, h will hide loose parts in edit mode
ive tried to use blender and it just confuses me every single time
And then it will hide those for when you do weight paint mode
L to select loose parts, and h to hide
Alt h to inside stuff
It's confusing but you over time the more you do it, the more you get used to it
It's just like learning any other 3d program
would i need to use blender to switch the tail on a model aswell? because i cant remove the current tail in unity so im assuming id need to
Yes if the tail is not a seperate object itself or has a hide shapekey
i'll have to check for blend shapes, where do you find those again? its been ages since i had to find them
inspector on a skinned mesh object
Ye, usually called body under hierarchy if you're tryna do it for the body itself
i'll check to see if i can find it then, if so then i should be able to copy the tail and its physbones from the other version of the model onto that one since its in the same package and its easier than trying to put the textures and clothes of the standard version onto the version with a long tail
As long as it has the same transforms then yes, if not then it won't copy properly
its the same model minus the tail so id think it would but im not sure
Transforms are model independent
It's hard to explain but it will be local transformations and not world
World depends on scene, local depends on object itself
yea its gonna have to be in blender, im gonna act an avi creator friend to help me with it
i did find the issue causing it to not upload atleast
question, is it normal that when you export FBX files it happens it loses mesh ?
trianglate , quads can do funny things
So i made the alpha transparent, how do I export this?
What's your goal exactly?
So someone I've met managed to make the textures transparent on quest for an avatar, and I never got to ask them many questions, but I've heard that I needed the use of blender in order to do so.
Ok so you'd need to actually cut out the mesh that's transparent here.
oh?
What you've done here is made a material with alpha transparency, that requires a shader you can't use
make holes in the mesh
hm okay,
but is there any way for me to show you what it looks like??
like via dm or anything like that
I'm not going to tell you any different depending on what the mesh looks like
I mean, sure, but I'm not sure what you're looking for
it's okay if you do or don't, I just kind of want to show you
sure
okay, gimmie a bit to actually take a picture, I'll dm you shortly. I really appreciate the help though
okay, so is there any way for me to cut out the mesh parts easier?? or do I have to manually cut a mesh for each hole??
All blender techniques apply, easy or advanced 🙂
I wonder if there's a plugin to create edges based on an image map file or something
not sure, I wish there was a way to cut out parts of a mesh via picking the color you want cut out
or something like that)
like doing color to alpha on photoshop things
yeah that's exactly what I meant
...
lol
my apologies, I'm extremely new to blender..
I know you can do exactly that with Maya, so I'm assuming there's a plugin for Blender that does it somewhere
probably
Then it definetly has to exist somewhere, I'll just have to do my research
again, thanks alot for the support! I would've been absolutely confused otherwise
Is there any ways of disabling blinking and visemes when doing expression through gestures? As some of the expressions I've made are conflicting with visemes and 'id like to turn them off when the gesure happens
Yes - VRC Animator Tracking Control - you disable the face and re-enable after the gesture
is there a tutorial on how to implement this or nah?
possibly? not sure. The docs are pretty decent though
I'm a little confused on how to implement it, because VRC Animator Tracking Control is a script and i have very little knowledge with these
it's a component that goes on an animation state
oh really? So i just gotta add it to the corresponding state and the right box on each state?
Yes, though you want it on a state before you do an animation, and also on one after to reset.
can use another layer that just detects whenever you do a gestures(ect) and turns it off/on instead of setting it to every single one
yeah definitely consolidate these
sorry to bother then, but how would one setup a layer like that?
Apologies for the repeated questions i'm just really confused on how to do something like this 😅
entry -> wait -> block visemes -> [make specific gesture] -> reset visemes -> exit
wait -> block visemes condition is "is any gesture active?"
so something like this?
not really at all what I was going for
I mean, it's one way to do it, though I wouldn't use anystate for that.
I'm sorry I'm struggling to understand what was the original idea
the one I described is a single layer where your gestures are already handled, not making an extra layer. Perfectly valid option though.
So if I keep my extra layer with a weight of 1 and leave it like this it should work then?
try it, but probably, yep
[tracking on] <<< parameter not = x | parameter = x >>> [tracking off]
ignore the <stuff> its just cause i didnt wanna open paint
just tried, doesn't seem to work unfortunately.
then something isn't right. What'd you do in the Animator Tracking Control component?
on the "ON" state, everything is on "no change"
on the "off" state, everything is on "no change" except "mouth and jaw" and "eyes and eyelids" which are on "animate"
oh we're backwards
animate must be "animate" and "stop animating" must use "tracking" as in return to normal tracking mode.
tracking off just what i call animation
because this will "take over" and then restore state to normalcy.
Yeah - I was reading that and also my own one where I worded it differently, so it's good to clarify everything here 🙂
otherwise I'll just confuse myself haha
I just swapped boxes but it appears that it doesn't work either?? I'm using Gesture manager to test if that helps
if you using any state beware of its 'can transition to self' its default on
avoid using it for simple stuff
be sure its bottom of all layers since it will override anything above it
it is bottom too
Hi! Anyone a wiz with the VCC? If so what's the fix for a vpm failing to import?
probably #creator-companion
thanki
Maybe the transition is the issue then? rn I'm using "if Gesture Left Greater than 0" to go to on -> off and "Equals or lower than 0" for off -> on
Could also be becasue the animations i'm using for the Expressions don't animate the visemes blendshapes
because i'm looking at the docs rn and i can't find what i'm doing wrong
i learned that collision just doesnt work
clipping and it just looks plain weird
the limits i set up arent really that good either but it kinda works :P
I do use a little collision on longer tails but really rely on the limiter
how do u use collision???
I just realized, the Animator control component, it only stops bone transforms right
but my expressions are by using blendshapes
and so are my visemes
that's why it doesn't work
the animator control componant?
if you use the head/face ones it stops visemes
sorry I was talking about my own issue please ignore my messages
(Mouth & Jaw) and stops auto eye blink/look (Eyes & Eyelids)
oh yeah i know i just might be able to help
specifically for what?
making tails not clip into the body
put a collider on the body, drag it into the colliders slot in the tail physbone
play with it until it works how you want it to
oooh :P
either that or you can use limits, those are better for performance but a little more finnicky
yeah we've talked about limits a few times in this conversation, it's the method I prefer
its what im using rn
it just seems to like to clip through the body or head not matter what
nevermind im using polar i can just change the hinge angle :P
ah I use angle, set to 45°
shorter tail on this avatar I have open here though
though I bet my cat's tail is about the same
ill send a screenshot of my setup in a sec just loading up my file cus i just got home XD
I do use a body collider for the cat, but most of the work is done via the limiter
yep, 45° there too, though I have the angle increasing along the length of the tail, it's probably more like 5° at the root
that's probably the key here
what limit type do u use?>
Just tested in game instead of using gesture manager, what happens is that choosing a gesture DOES actually do something, buy what happens is that it locks the neck bone in place and keeps visemes on. And when i go back to a default gesture it stays locked anyways
my only suggestion without actually seeing the project is that this is obviously not setup correctly 🙂
are u trying to make ur visemes work with expressions?
i'd like to share the project but i can't just send it through discord that's too heavy
no I know, and I'm not really going to go debug it for you anyway 🙂
I'm trying to do the opposite, I want visemes to be off when there's an expression active so that they don't conflict with eachother and create weird deformed faces
it's possible that the layer with the actual expression happens before the disabling happens in the other layer
this is partly why I put the disabling stuff in the gesture layer before the gestures
takes that uncertainty out of it
I would like to enable and disable some physbones with toggle, should I do that by just toggling VRC Phys Bone component on/off in animation?
yeah
Yep, that's fine. Or the game object they're on, if not the actual transform.
yeah this is what I have in a layer but it doesn't look like it's working hence why i'm fairly confused
yeah ig. Thanks to y'all that tried to help me, apologies for wasting your time 😅
could someone please tell me how to give these pink handcuffs physics? the item desc says:
rigged & weighted, but not to a base (was fitted using zinpia's zin fit base) ⠀
add a physbone component to the root bone of what you want to move, tweak it until it moves how you want it to.
I'm trying to figure out how to get this material to unity for the iron man suit not really sure how.
you'd either have to bake it to textures then use those textures in Unity, or just recreate from scratch in Unity
you can't really convert a blender procedural material to Unity except by baking it to textures
Got it👍🏻
Since it's just solid toon shading I'd honestly just recreate the colors in unity if you're not going to atlas, if you are going to Atlas then I would suggest baking out the colors and then adding them all to a single square and moving the UVS so you're able to get it all on one texture. Ultimately it's up to you, but thankfully this seems like it would be pretty easy to recreate in unity. It's a really cool model as well
So im trying to add clothing to my avatar for the first time, theres nothing made for this base so I have to fit it myself. Will it work if the bones arent lined up, or do they need to be 1 to 1
How you attaching this to the model? Are you going to weight painted onto the base model?
^
Its a seperate model that im going to link with VRC fury's armature link. Already changed the names of all the bones of the clothing. But then I realized that the bones dont match so decided to ask before going any further
You'll probably want that to match, otherwise the clothes will pivot at different points. It may be best to re weight paint it to the proper armature, after any reshaping
If you'd like you can line it up the best you can and then apply the Armature on the clothes. This will be attach it from its original Armature while keeping it in the same position it was last and then you can just wait paint it to the base model that way you can even combine the skin mesh renders and reduce on one of those skin mesh renders. You have a more optimized model
I'm just starting to learn this stuff, I understand probably half of that xS
Sorry! It's really hard to explain without visuals and I'm not able to provide. Shoot me a dm and I'll send some visuals when I get home.
Hey guys what unity version supports SDK 3.2.3?
my avatars saying failed to upload
not sure why you'd need that, but definitely before 2022, so I'd guess the last 2019
another creator with wierd requirement saying *this avatar requires x sdk *
probably
few new features since 3.2.3 but no reason to use the older one
newer should work fine if whatever other scripts its using updated
I just wanted to use what the creator used idk im new to unity thank you so much tho
I'm not sure there's a way to do more than guess
idk if this is the right channel, but maybe someone can help 🙏
Okay so I have an different issue, ill try to explain it as best as I can.
The avatar base I got by default isnt in a proper t-pose, its arms are down in a 45 degree angle. (Picture 1)
This means when I try to fit the crop top on it thats in a true t pose, the arms arent in the sleeves.
I've tried to change the avatars pose to a proper t pose in blender's pose mode, but it doesnt seem to stick . In edit mode it uses the 45 degree pose. Also, I figured out how to get the clothing to move with the avatars bones, but whenever I link the clothes to the avatar, its acting like the offset still exists. (Picture 2)
"A pose"
To change the rest position in Blender you'd have to apply the armature modifier to all the mesh objects, then make a new one for each afterwards. There's probably a tutorial on it somewhere, I may be missing a step.
or I think cats can still do this
this maybe?
I don't use cats, can't help with it
Alright. Man getting a nieche base is a curse and a blessing
I just wanna add 1 piece of clothing 😭
for anyone else with the issue
I can die happy now
thank you
Needing help with this issue and curious if anyone will know why its happening
Basically I’m bringing an avi’s fbx into blender to decimate some polys. The avi has custom blendshapes on the shirt and hoodie for toggling reasons. When I export the new fbx and drop it back in unity the blendshapes just— don’t exist? They’re still fine in blender
Is it an export issue? Or something else?
Got an un-applied modifier?
Like decimate or smoothing or something. If it can't auto-apply then you'll find the mesh has no blendshapes
ohhh so the blendshapes wont be functional if I decimate polys on that mesh?
no that's not it - if you have a decimate modifier you didn't apply, that'll break the export
I’m not sure I completely understand. My blender brain is big slow
Okay so if you have a modifier and did not apply it, this can cause problems exporting.
there's an option in the modifier's dropdown menu
But if you've got blendshapes, that won't work, so either decimate via other means, or this can get hard. It might apply with a tool like this, but that one is tricky since it changes vertex count:
https://github.com/przemir/ApplyModifierForObjectWithShapeKeys
Ohhh ok tysm!
I spent the past like 16 hours trying to set up an environment I had in my (less-than-supported) linux distro
set up unofficial cats plugin in blender, looked through a bunch of tutorials bc I knew like little about blender and nothing about unity
finally managed to cut down triangle count, mesh count, and material count of the 3d file I wanted to upload so that it was all good to publish
and now this 🥲
I'm new to vrc and wanted to upload an avatar before joining any places, but apparently I gotta join a few before I can or something
how long will it take until I can upload my avatar?
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
Does anyone know how to work with modular avatar?
I have a toggle set up but the clothing isnt on my default, i have to toggle it on, i want to be able to have it default on and be able to just toggle it off.
Checkbox in the avatar parameters list in the column "default"
yep
didnt work
then you have something else weird going on - check what your toggle does
The toggle is default off, i want it default on and be able to toggle it on
yes I got that
I feel like its a vrcf toggle
im getting a headache from trying to convert a Vroid model into a vrchat one i just keep getting errors
i made the model and im watching a video on how to convert it but its not working
can someone help
yeah, when i move the entire model the wep moves with it
but i cant tell if its even connected to the bone correctly bc it doesnt move with it
Anyone Know Why It Says Im "Missing Credentials"
I Just Updated My SDK Is That The Issue?
Anyone Else By Chance Having The Same Issue?
The SDK Wasn't The Problem But This Is The Bottom Error
Nvm Im Just Stupid
Need help trying to get a prop to toggle on my avatar but it won’t toggle
r u using vrcfury or trying to do it the normal way?
The normal way
Sorry if this is a dumb question but I'm wanting to edit the fbx of a model. If I just import it into blender and start adding onto it what concerns should I have to make sure nothing breaks, or is it just as simple as edit and you're fine
you'll want to export when done with the same settings as were initially used. probably that's as simple as setting "apply scalings" to FBX All and disabling leaf bones
also don't unpack your avatar prefab, then you can simply overwrite the .fbx file
idk the normal way but like have u set up the animations right and like the other 2 things u gotta do???
Gotcha, cause I just want to add like some fins and the like to the arms legs and tail and I've been worried about breaking something
Yes I have
is there a way to copy avatars that got deleted
from what, vrchat? deleted ought to be deleted, right?
ya but can’t u copy it
hi, when i use the shader vrchat/mobile/standard lite, fot some reasons all my blendshapes affects the shading/lighting and create weird glitches on some parts of the body
Any ideas what is happening please?
in the fbx import settings, blendshape normals should be set to none. there would also be an "auto fix" button for that in the build menu
thank you so much ❤️
Unity for some reason thinks that my model has over 2 billion triangles when Blender says it only has around 3,000. I have no idea what happened or what to do about it
you need to enable read/write on the model's import settings
or just click on auto-fix
typicall there's an auto-fix button to the right of that message, it may be hidden if your window is too small
I enabled read/write and it fixed, I only panicked cause there was no auto fix thing telling me that read/write was off, It could be because I was just checking the model in unity without the rig, thank you
if you enable the Apply transforms, it would let you continue
i see thanks but should i not be worried?
also i had to uncheck remove zero weigh bones for it to not break
for some reason whenever i remove my leash bones, which i dont have as a material and i have fully removed from my accessories it breaks my right hand lol
zero weight bones has no effect in Unity, it only matters when you want to use phys bones on your character, in that way, you wouldn't need to change the end point's position on the phys bones settings
but it's generally better to remove the zero weight bones, it adds a lot of bones, and it increases your phys bone transform limits too
this is why i didnt do that
it would remove the leash ones even though that is what i want to cause i dont have one in the first place but it breaks my left arm hand for some reason lol
If you unpacked the model in the scene and override fbx file, the model in the scene will be unable to update correctly with the fbx file and break.
oof i see, worked fine in the past
It's often fine when editing only the mesh data, but it totally not fine when adding or removing objects including bone.
i see, what would be the way to go with then? pumkins avi tools?
Do not unpack it.
If you unpacked then you have to startover with new fbx prefab in the scene. And use pumkin tool to copy components you added.
oki i see, dw i have a backup
so if i have an fbx that is rigged and made for my base which is a sweater how would you add it to your avi?
Use modular avatar or vrcfury to merge armature.
okay, what if i need to fix clipping?
Adjust blendshape for the body if it had ones.
I'd put the clothing on in Blender, ditch the extra armature, and merge the new clothing with my existing outfit when I export 🙂
is there a way to keep the head animated when jumping and doing the animation?
so my physbones just straight up launch if i move foward but they are fine if i move backwards what do i do
play with dampening or angle limiting or other settings
How does one go about making a radial wheel on the expressions menu that allows me to swap colors on an outfit I added?
swap them how, hue slider or diff materials?
would it be possible to make one layer only run when another layer is in a specific animation?
you can change layer weights via state behaviours but its probly easier to reuse params
i got around it with my layer i wanna reference from setting a reference parameter cus i have toggles of who can see it ... it took atleast 15 transitions in the whole layer
it it possible to have different transitions with priority?
like if one is true but if another is also true do a specific one?
anyone else getting this error when u try to log in
Just need to relog in
seems to be server issues going on rn according to the other chats
So what about my issues?
no clue but you aren't gonna get anything uploaded until the servers are fixed
Hey, I haven't used unity since last year so I was messing around and try to remember how everything works, I accidentally pressed one of the sample avatar options, and my avatar got replaced by a placeholder robot. I'm assuming there is still an option to return to my avatar?
probably it loaded a new scene, you'd have to re-open your original scene
I dont have a save..
then you dont have an avatar
surely you saved the scene at some point
okay nvm I understand what you meant by scene
Unity scene
yeah but my pc is kinda slow and I waited around an hour after making some changes to the bone physics and shaders 😭
I got it back now though, thanks.
how i make a avatar for android ?
go to build and a bit above it u can swop the platform
can i dm ?
i can help a little sure
Why might this happen if I made the model, rigged it (in Maya), and set it up in Unity myself? I've attached the builder menu to show it isn't a crazy amount of polys (if that would be the problem).
I wonder if it could be because of the Maya rig? I struggled to get it into Unity, but eventually it seemed to work
Ight. so I'm trying to turn my VSF model into VRC model, and on my first test the eyes are popping OUT of my head lmao, unsure what to mess with to fix it.
Everything looks fine in Unity
i need help to move prefab clothe in a menu i already made
but I can't see how to move it given the way it's set up, it is stuck on vrc expression parameter (and i want to put in my submenu) to have all clothes in one submenu but now don't know make it._.
(hope pic help to understand i'm not that good in english to explain)
Did you check it the avatar descriptor has the correct menu file?
seems good
Can you screenshot to confirm?
idk if this this the right but to me it seems correct
btw, I've never had to do a procedure like this, as I usually just change the toggle path via the path menu.
Expand the Expressions section.
You didn't show anything other than the descriptor existant.
You still have the cloth menu on it.
What's the best way to hide part of the fluff to fit it coming out the neck hole. Just sculpt it down in sculpt mode? Or is there a better option, cause that would mean the polys are still there right
Figured it out, I was able to select individual fluff parts with "select linked" and just scaled them
yes but it's in expression, I want to put it here
can blendshapes do deleted vertices? Or only transformed ones
The answer is no
One problem is your menu file name are similar which cause confusing for you and to other people you communicate with. See:
- Casual Clothes
- Casual Clothes Menu
so which one is which?
Blendshape can only change vertex position.
I want to remove Casual clothes menu and put what's inside in clothing
srry I've been expressing myself badly all along
why i using my avatar will cause the game to crash
this only happened in 2024.4.2 build1553
it was normal before this update
Now I'm confused because your menu content doesn't match with what you had in menu file.
So I have no idea which menu is which you where shown.
Hey, Ik you had this issue ages ago, but I'm having the same issue with no luck. Do you remember what you changed to get this fixed?
It's okay, I'll figure it out. Thanks all the same.
Did the cloth you added was installed by modular avatar?
set avatar to generic - back to humanoid then test again, or go to blender and straighten eyebone abit and export/overwrite and try again , had this eyebuldging a few times ( be sure theres no physbone that affect eyebones too )
Nope, vrcfury only it seems
That's also similar. Did you only add the cloth prefab to avatar and the menu show up by itself?
Exactly
Add move menu item component https://vrcfury.com/components/other#move-menu-item
It's using vrcfury should be a key point you have to mention.
should i just sit and cry like Shinji on the chair lol?
idk how to keep the clothing's inner layer from clipping to the outer one like this in weight painting, been hot hours in it so i'm asking for guidance
okay uhh what should I do to avoid this message?
Do what it told you.
Ok ok so, In messing with all of that the eyes seem to be attaching to the glasses?? First image is just standard view, then second is play mode.
I'm compleatly new to this, I'm gonna ask my model maker about it, but if you or someone else can help me out, that would be great
Edit ; FIXED! I just completely stared with a new unity setup. My guess is that when i was moving stuff around it got messed up OR one of the auto fixes for vrc with Thry may have messed things up
y-yes but I can't remove this message
Where did you put the component on? Screenshot the whole inspector.
Anyone know if it's just that VRC Parent Constraints are borked? Or do I need to update some settings? Cape was constrained to my upper arms until this latest update
It's telling you that you're having avatar descriptor on your avatar and on your cloth object.
it worka in Unity just fine
should I remove these on the avatar tho ?
You must have only one descriptor at the root object of your avatar.
omg,,, shes cute,,,,
okay but if i remove the one on the cloth object i've the same error message than earlier
Screenshot again.
can you show me all the components you have on the cape?
Remove Pipeline Manager too.
On a child object containing ONLY vrcfury component.
Exactly it's complaining about the existant of Pipeline Manager.
that seems,, so odd imo yknow
yeah but witout pipeline manager same thing
In a moment. I updated some things in the CC and Unity is now redoing the crunch compress on the whole, very large, project
valid, i had the same issue though with a badge I wanted to put on an avatar so i'm hoping its not hard to fix
Does it still have component other than VRCFury related, and Transform?
I did get the badge working btw
also we suffer together bc i went to upload an avatar and while doing so i forgot to put the audiolink package on the avatar so now i need to add it and reupload 🙂
wanna make sure everything works so i dont break down crying lol
only armature link, & full controller for the object
Then you should try putting the move menu item on the avatar root object instead.
ok thank god it does work i dont need to do anything 😭
oh yes it work, all is perfect
thank you for everything and tolerate how I've been expressing myself badly
btw amemiya if u still need help, ping me with the photo of your components and ill try to help u
Appreciate it. Unfortunately, still waiting on Unity to open. Just rolled the SDK back one because it's been taking so long and it seemed to be stuck in a loop
jeeeeez...
valid
How do people make non humanoid avatars? Dont you need the stuff like chest bones to even be able to upload?
no
tho slapping on an unused armature to have world and avatar interactions is also a valid option
So I have a question about making a single avatar sync between PC and Quest? I'm not sure how to do it and I can't find any good videos on how to do it
All that’s needed is your VRCExpressionParameters need to align in the same order at least. You can use VRCFury to help automatically do this if you want
How would I go about using VRCFury to do that?
Have at least a single VRCFury component on the pc and quest version. Upload the pc version first, then the quest version. It should have a popup telling you that the expression parameters weren’t aligned and that it did it for you
Yeah I did not have that pop up show up
What's the best way? Just reupload the PC Version and then upload the quest version?
I got it working! Thanks for the help
Hi, in unity my physboobs works fine, but for some reasons when i upload its not working on vrc (on the quest version)
Any ideas please?
how many physbones do you have on the avatar in general?
thats just for the best performance, just be lucky you didnt go over the maximum, which is 8 /lh
its not luck lol, its a lot of work to try to keep the bare minimum
which physbones are on the quest version? or is that for both of them
thats the quest version
hair,ears,tail,boobas some clothes, basic stuff
is it safe to ignore obsolete functions within the code? avatar works regardless, just unsure if i should have any other versions for the packages
scammer bait?
I was just asking for help on suggestions on what to buy dude
look for VRC traders in Community servers on top left of this serv (sorry im bad at discord idk how to link it)
new user
depends on what you'd want, a custom one? any specific features? a base? or a finished one (cheaper)?
be carefull , do not trust all the scammers who will DM you and try to sell you free avis
okay so does my friend have to go to public sessions and make friends?
playtime and friends give xp yes
basically, spend some time just playing the game or friend request everyone you see 😂
i don't advise against the latter but you do you haha
thank you hassel and roby
Any wld do
Im not much of a picker
just search up avatar worlds in VRChat 🤷♂️
i have non-humanoid avatar (rigid object) that was uploaded in 2021 ( updated 2022 )
it has toggles and spinning animation
but now animation no longer works, the toggles still works
anybody know what could be the cause of this or how to fix it?
Anyone able to help with this? My avatar's impostor is missing its hips lol
Is this a newly generated imposter?
If it is an old imposter then it could be from when the imposter system was buggier.
Generated just now, tried a couple times too
I really have no idea what to do with it lol
my advice is just move on lol, your friends will show your avi anyway, don't waste your time on the impostor, sorry i know it's not the answer you expected
Kinda the answer I expected xS, just annoying having people come up to me saying "hey your impostor is missing its hips"
itd be cool if they let us generate an avatar impostor, and then link it to a different avatar. instead of the impostor being locked to the avatar
@viscid snow at the very least you can help it get fixed, by now all the imposter issues should have been fixed but I guess your avi is doing something different from all the others that had broken hips and etc.
https://feedback.vrchat.com/impostors make a post here, with the screenshot and your avatar's ID.
gotcha, will do
And put in a picture of how it normally looks.
just put the avatar id in the description?
and where do I get the id lol
Probably and you generally get the ID from the website.
It is quicker, could also get it from the content manager tab in the SDK, but website is just easier
is it in the URL? Cant find anything on the actual site
It is everything starting with "avtr_" and etc
Anyone have any clue whats going on with my normals? They are good in blender, but they're flipping in unity.
Double check object scale in blender.
This?
The object scale in 3D view port.
Yea no scaling changes, I just reimported it after clicking apply transforms, I might haveforgotten to do that last time
seems to be good now, no clue
It's because of object scale is negative that cause normal inverted in unity. Applying transfrom invert scale back to 1 which should fix it.
Oh weird, I wonder why it would do that naturally
It doesnt always do that either, which is even more weird
Maybe someone had this problem, that the eye twitches not like a ball. In blender all good
scale also
In blender
if move them for 90 they become flat
are the eyes weight painted to anything other than the eye bones?
to the head
remove it from the head vertex group
okay okay, lets try
100% weight on the eyes and 0% anything else
kk
yeee
works as need
thank you, dont worked a lot with Unity. I didn't think it could have such an impact
Maybe you also can know why it distorts shapes?
When on shape all nice
Oh
I unserstand
need also set rotate before it
the "looking up" and "looking down" blendshapes are meant for eyelid deformations, not the eyeball itself. the eyeball should only be controlled by bone rotation, and make sure that the eye bones are pointing straight up in blender before exporting.
Hello 👋 i have a little problème to upload m'y avatar 🥲
How do I fix this problem?
put a valid mask on the first animator layer of the gesture layer
Gosh I completely forgot what I did. I think it was something about the eye bones, like I used CATS to make new eye bones and made sure to delete the old ones. I think?
I have a question, do you need VRCHAT+ to upload an avatar? (This is my first upload)
vrc+ is not required, you only need the new user rank to upload avatars
quick question, it's okay to leave this empty while settuping FXs?
It's fine.
ty
Hi, im struggling to setup the blush shader properly
I dont use liltoon but maybe try a transparent "rendering mode" instead of cutout?
sorry, i dunno how liltoon works :c
make sure the texture is set to "alpha is transparency"
maybe i will not use littoon... but im stubborn enough to try to make it work
nothing visually changed after alpha is transparency
am i allowed to post the face and alpha mask here? it is sfw
Can anyone tell me why my avi is getting immediately security checked when its not past the vrc limits?
Used thry’s avi tools to evaluate
i dont understand sob
that av seems to be using alpha masks to select part of it to be transparent
why is the alpha blend offset -1?
Is there any way to copy all Physbones, Physbone colliders and rotation constraints from one avi to another ?
(its the same avi just another outfit)
sure, Pumkin's avatar tools can do that
You can also do it manually, but that kinda sucks 🙂
yeah i know, i have about 30 variants of my avi and im getting tired of doing it manually everytime lol
ill look this tool up thanks alot
ah so what I do in this case is put all of that stuff into prefabs. Then if I make a new avatar I just drag the prefab on, drag the bones into the slots, and any adjustments later I can apply to all avatars by just saving to the prefab.
sorry, could you elaborate on that? I am very new to unity
i understand that its trying to use the alpha mask to cut the blush into the different shapes, but i am very confused on how to make it so with the face still intact
mess with blend strenght i guess
1 is entire thing or alpha cutout
Yeah i have a good amount of prefabs at this point, but i also dont want my avis to have any unnecessary bones, gotta stay optimized.
I didn't suggest having unnecessary bones though
nonono i just need multiple prefabs so i dont have unused bones on an outfit, the tool works wonders.
You just saved me so much work thankss
yeah I was just suggesting the physbone/constraint components in prefabs, not other armatures.
But glad that worked out for you 🙂
does anyone know how to achieve this sort of black shading on an avatar ?
some worlds with the postprocessing enabled and you appear much more shaded (kiss your fps goodbye)
im at a loss. avatar build keeps failing saying ive run out of param space, and i keep deleting things but the amount it says im over doesnt go down.
Are you using VRCFury on the avatar
yes
Put a Parameter Compressor component on the avatar
still giving me these
and i know i have enough space. i uploaded fine for pc, with the same amount of param, switch over to quest and i get these. even with deleting more space these pop up
what things are you deleting though? If it's not parameters from the avatar parameters list, it won't help...
Do you have VRC Fury components that add stuff to that list?
yep, im going directly to the param list, deleting there, then off the menu
At the top of the list it shows you how many synced bits you have - is that under 256?
yes, but im no where near the full amount. i only have 121 used param, and what ive added only uses 54
ok then something's getting added by fury to put it over the limit
yeah that's far from the limit
it works fine for pc but soon as i swapped it started doing this
the weird part is that, even if i delete things the amount it says im over stays the same. deleted 2 ints, but the error still says im over exactly 262 out of 256
this may be a unity thing cause now im down to this and still getting the error
dumb question: are you sure this list you're editing is the one on the active avatar?
yep, clicking on the active avi, and going down to its param in the descriptor everytime
If I disable the checkmark of a sub-object in my Inspector (shown here), does it disable the sub-object from being included when the avatar is being built?
If not, is there a way to disable the sub-object before building in a way that can be easily re-added later?
disabled objects (and their children) are included, mark them as editoronly in the tags instead
That did the trick, thanks! :D
how do i make it so that part isint black?
backface culling
thx
I need suggestions about something.
For context:
Im making a drone avatar with a few tools for it. Since I want to be able to adjust the drone size so its not too large for the player (I should be able to reach each wheel with my hands to consider it as not too big.), I made the accessories not physically attached to the drone. Instead, they will be floating using magnets.
My question:
Do you guys have suggestion on how to improve the look of the turret? I feel like its gonna look weird like that. (The base of the bone is the pivot point, where the player's head will be.)
Looks are subjective, and the real magic in making things look good in my eyes comes with detail, a good bake, normal mapping, and nice texture usually done in substance painter can make generic retro models, look very stylized and artistic. Unless you have a clear vision of what you're trying to create, just experiment.
I have no experience in texturing, all I do is try to make something look good using only 3 material slots max.
Sometimes it looks good, sometimes its ugly af. And for the material themselves, I just use the default Unity ones. ^w^"
could this be done on quest version?
Well there's a million tutorials on where to begin. If you're brand brand new to blender, just follow some generic doughnut tutorials. You can really texture a whole model with lots of details using just 1 material slot, which programs like substance painter help a lot, but blender is very powerful on its own so you can actually generate a lot of awesome textures in just blender if you're experienced enough. I'm certainly not. Blender kit also provides awesome materials, and you can even sort of kitbash materials then bake your model to keep the material slots down. So you gotta ask yourself a few questions. What are you making, how much time will you spend on it, is there a reference for your image, and if you have money, you could invest in other programs etc or commission.
Alpha cutout isnt compatable with quest as far as I know @exotic mica
Yeah..
So basically on the quest ver im stuck with that dumb red thing? great
Ive been making avatars and learning blender for 2 years and I still don't know a lot because I haven't properly invested in learning the fundamentals of 3d modeling other than what I need the program for
Can I see what you're referring to
...
yea..
Tried messing w it, changing it to a fully transparent texture, nothing
its either pink, red, or black
you need to use quest only shaders
including material swaps
Ok so without knowing your situation, anything purple is usually an unassigned material slot, often often often happens when people import projects that use poiyomi shaders and they dont have it in their unity project
ok well i used vrcquesttools so
this is a quest version?
ye
What is that supposed to be
on pc i could fix it easily
when its not purple
Ok so you have a blush that uses and alpha clip or cutout, can you not blend shape it back?
idk how to tbh, just simply converted it from pc
I can think of a few solutions. Depending on what you wanna do.
First things first, for your quest version check blendshapes and see if there's a blushing blend shape
ye theres a "Emote - blush" blendshape
slide it opposite end
typically avatars have blush off by default, and when you do an emote/gesture whatever with your hands itll activate certain facial expressions ie blend shapes
make 3 lines of red instead / / /
blush \ \ \
Yea play with slider, see if it blends back
Thats good, your quest version will have no blush but it wont be bright ass purple
A small sacrifice
Alternatively you could make the blush yourself in a way that isnt intrusive, but that requires blender knowledge
Yea i aint dealing with that lmao
never used blender so
When I first started blender It was all over my head too, so dont worry, kitbashing experience comes with time
Oh nevermind, good luck
well thanks for the help 🙏
np, glad my knowledge was useful
anyone got any ideas as to why her eyelids and mouth tremble during animation changes
in game its constant but in unity its only during animations
cant help, but it looks like if someone offended your avatar and it did a small sob 😭
anyone have any prior expirience with alba?
trying to put a item thats supposed to self fit on him but it wont do it
@steep herald Got any idea what this might be? 😭
someone noticed this in game, checked it out myself and yea
weightpainting missing or a blendshape broke
deleting a bone in unity is a easy way to get this
well i did delete a few stuff from the armature but idk which one caused this
had to lower the download size
Weight painting issue, a vertice either has no weight paint, or a leg vertice is weight painted to the wrong thing, if you could pull it in blender I could tell you if that were the issue, thats weird thats its pulling off to the side, when in doubt, isolate, revert, start deleting things again and do it one at a time
not as well versed with unity issues which are prone to happen, all I can do is troubleshoot, sounds like Thulen has experienced this more than I have though
Ok so luckily i had a second android version lying around and it does not have this issue, so its prob a bone i deleted
bro no.
Because this one does not have this issue
Hard to say without being behind the wheel, but always nice to see things magically work
oh damn i had avatars like this, i think what fixed it for me is uploading it in 2019 unity
ye cuz i actually made a second android version cuz i deleted a material from the first version and had to get it again lol
Thats good its working at least, but please dont tell me thats a 300k poly avatar with like 42 material slots
nah lmao

Something something best performance
This just reads as "I optimized my animators but didn't give any care to VRAM usage!"
@steep herald dawg
friend... someone in here earlier had a 500mb avatar...
and someone in one of the user support threads stated they regularly upload 500mb avatars,,,,
I know, rip all my hard work being offset by people who hate reading 😭
when you forget to check your vram
why is the body texture 4096,,,,
i mean in game it performs well so
4k, thats a night club avi
any avatar that uses 4k textures need to be taken out back
i use 4k for entire av just its named body
4096 😭
dawwwwg
i found a quest avi once that had 2k textures FOR QUEST
good thing its super easy to toggle that thang to 2k
i have a friend who has a quest avatar with 4k textures
Unfriend them
its a warhammer avatar so there isnt.. yknow.. a lot going on with it
its 10.3mb with no alpha, not a big deal
it probably has 1 material slot for the entire thing lol
scammers incomming 
Welp guess that usually ends badly
||I'm guessing it's bait||
Me?
thats why VRCTraders exists :)
Working on a wormiesock, in blender ive contorted the crap out of it and it has no clipping, when making it as an asset though and armature linking it with vrc fury it clips, anyone experienced with fury have any clue whats going on? Happens in Play mode ▶️
try enabling "Keep bone offsets" in the settings of armature link
sounds good lemme check this thang
Is this confirmed legit?
this I mean
VRCTraders? Yeah it's vetted people, 100x better/safer than Fiverr
And they assemble and such right? Just checking, I'm completely new here
Ive had a horrible experience with people on vrctraders, I stick to fiver any day
Only do this with people who have the Verified role btw, they're vetted and confirmed safe and legit
like dissisms?
Out of my element with fury, not sure the effect of factor override etc
That did it though
idk wht to do this the first time i got this error\
screenshot the entire console
those screenshotted errors don't mean much, culprits will be up higher in the console
what avatar is this? are you able to link it? seems you forgot a pre-requisite package
its my first full for sale avatar
she's not out yet
oh you're making it?
odd for there to be missing scripts on an avatar you're creating, this is usually a consumer of a for sale avatar issue
and now its doing this
Itd sure be helpful if security check didn’t make us have to guess on which it is haha
Do you think an outdated sdk project could do it? (Its 2019 unity w slightly outdated sdk’s)
Im hesitant because vrchat sdk (3.0) update has fully broken avatars i used to have.
No its 3.0 avi
oh you mean SDK 3.3.0+
Yes
but yes a extremely outdated SDK would definitely be a culprit as it hasn't updated to have the newer import errors/requirements
Man.. ill risk it i guess, just these updates r breaking scripts on my avatars and rendering them unusable
Which scripts are they?
Mostly vrcfury, modular etc
One of my old avis just broke broke idk how tho, can’t even open the project
The normals are fine on pc but when it comes to quest uhm..
Did you export the quest version from blender?
shes just a wee bit dusty, its fiiiine /j
migrated and updated all scripts, and its def not over limits (pc only) just for it to be security check fail again :(
show your SDK
What exactly is the issue? What's happening vs supposed to happen?
size and tris are not the only reason an avatar would be checked
idk the avatar keeps security check failing when uploaded
what else would it be?everything updated
that is not the SDK.
maybe a visual would help me
the SDK is the thing that tells you all the info on your avatar and where you upload it
The stats you see when you go to upload
Bro this thing is so unoptimized, has vrc implemented changes that prevent people from uploading very poor?
That is an insane bone count and physbone count
And an insane particle component count
That thing really shouldn't even be uploaded tbh
its a premade avi from gumroad unfortunately
what avatar jesus
how do you even manage 600 bones jfc
People have to intentionally make an avatar that unoptimized
16 skinned meshes, not bad, oh 24 material slots thats normal for a customizable avatar-
600 BONES
Slapping bones onto bones instead of just transferring armatures in blender
what are they even USED for???
If it's clothing toggles easy fix though
People being idiots with modular or fury
it is clothes prob
you have 30 physbones and 258 transforms where are the rest of those bones?? 😭
vrcfury, armature link
yes vrc fury script craze
You should really prioritize what you want on that avatar
A few toggles is cool, whole wardrobe, badsies
sobs,,,
i cant fathom any clothing that has 600 bones, like, even as a wardrobe
ive had avatars with wardrobes, but they never got to 600
If the clothes were intended to be an armature merge with fury it makes sense
how many clothes though
too many, too many
i imagine
2 or 3 outfits is all you need
the avatar itself is one that uses a common base, IE the Panda one yknow?
and Yui saw a bunch of free clothes for the panda base and downloaded them?
Or bought a kitbash
one it be easier if i tried to take all the outfits and merge onto one armature instead then link? all these look independent then linked via armature link vrcfury
I usually aim for one outfit per avatar, then you can often target Medium, and it's pretty easy to swap to get another outfit.
(assuming the one outfit might still have variations, whether materials or parts)
I usually aim for the 3 common fits
Swimwear, main outfit, special party fit youll commonly swap to
i usually like to go party/dress, main comfy outfit, sleepwear (usually comfy shirt with sweatpants), and swimwear
the comfy sleepwear outfit is so under-rated 🙂
love comfy and urban techwear alot, i guess i can make 2 seperates
i love having a sleepmask with my sleepy outfits too like oops sleep time, sleep mask goes on, if you bother me at this point i'm mauling you <3
why is the body of my character translucent?
is there something wrong with my normals?
Inverted, fixed in blender
yes
Hey, I made an avatar with parent constraints, but when he sided up and down the glasses that are patented to his head don’t size up and down as well, no clue what’s going on there, any advice on how I can fix this?
if you're using Poiyomi with a LOT of texture files, there's a point where it can't actually display in the editor unless you lock the material.
im not using poiyomi
though i did figure out how to fix it
(recalculating normals)
How might I fix an issue like this? It used to be that the neck vertices would be at a good angle from the head and body, but now it seems that there's a weird angle. Looking at a previous version of my .blend file, I compared the shapekeys, and they SEEM to be assigned to the right vertices. (Also, I can't exactly just revert my blend file to that version, since there were a lot of very hard-to-replicate changes that I made since.) Any idea why this is happening and how to fix it?
ah ok, was just a thought, I hit this limit all the time
oh
Hey, so after the latest vrc update, this avatar i made with parnet constiants (the glasses are grabbable) has scaling issues. The glasses dont scale with the rest of the avi. Is anybody else expering this issue with thier avis with parent constriants?
How owuld i go about fixing this?
or is it somthing i need to wait for vrc to patch up
if anoyone has any sort of awncers ping me or reply to my message ^^ It would be a massive help 'u'
Actually, come to think of it- that could be the same reason for my issue too, since I didn't have it before the update.
perhaps, It may be a vrc bug
I'm updating the VRC project to the latest sdk to see if it helps (my sdi was 3.7.0 I'm seeing if using VRC SDK 3.7.4 makes a diffrence)
can someone help me
not really making and avatar but wanna add lastation on it (it already has goloco on it) and idk how to add the menu
you add it on as a sub menu
https://www.youtube.com/watch?v=oKoNb3xTKmg
Skip step 2, and add he menu for Lastation as the 'sub menu'
Making this in the latest SDK Didnt help, Still has the issue of the parent contraints not properly scaling with the rest of the body
yeah i can't make any sense of it'
I have a deadline to make this thing, and this happened to the armature. Need immediate assistance or I'm going to explode... pls? :)
you could also use a scale constraint
one sec, ill try and film a vid explaining
you'll probably need to explain what you did
a scale constraint? that woud l prevent the avi from scaling?
no, to scale a thing along with another thing
Ah! got it! let me see if i can find any resorces explaining it
tysm for giving me a lead you saved me hours of unity work ;u;
VRChat docs explain decently, and also the Unity ones do okay too
An edit I did on an fbx, straight from blender. I put on a harness, a pair of socks, didn't do anything else as far as I know.
ah it may not be the answer yet 🙂
did you export with different scaling settings than before? Usually you want to set "Apply Scalings" to FBX All
... you didn't unpack the model prefab, right?
No?
No I replaced the fbx and then put the prefab back in the scene
Cool - check the scaling setting then
Which is in...?
The FBX export dialog
yay!
Also if you didn't, probably uncheck the box about leaf bones under "Armature" - in most cases you don't need those.
no problem
take yo time and maybe just dm me the video
Yeah the leaf bones things adds ends to all bone chains, and it's way better to only add the ones you need.
im struggling with this, Hypothetically speaking, would the parent constraint be on the object or on the game obects that are used in the parent conmstraints?
if you are not sure thats a okay as well ^^ I do have a backup plan of this isnt possible, it will jsut will add more physbones and polygons
Why does my textures go black when I change them too standard lite
the target of the constraint is either the object it's on, or the one in the advanced area. The source is what you want to get scaling/rotation/etc. info from. So a parent constraint goes on the object to be constrained, with the source the target where you want it to be constrained to
Is there a method of deleting the internals of a VRC model to remove extra outfits the original maker added that you cant use?
I am using Blender
I do have access to a version of the file where I can delete them but in the model I have been working on I cant select them
select the parts, delete them
ah yeah sometimes it's tricky to selec tthe right thing
Worried swapping to the other version of the file but worried it might reset all my progress
you could try selecting by vertex group, or material, or hide stuff to get a single face selected, then ctrl+l to select all linked parts
Items seem to be considered all one model
that's fine, you can separate parts if you want
I think I got it
I made my first homebrew addition to an avatar but it covers the face - should I be concerned about it blocking the camera?
And with that being said, if it does block the camera how would I go about culling it to the camera (but still have it be visible to the user in a mirror)?
This is the model, it will attach to the head like a helmet
anything that's attached to your head bone or a child of it will be hidden from your view by default. So it should be fine.
You were right, it's automatic
Thanks!
also FYI - You can use the VRC Head Chop component if you want to counteract that
So I’m trying to open a character’s mouth and for some reason it puts it into rotation instead of position is there any way to fix this? There’s no mouth shapes there’s just a jaw bone
You can't move bones like this, just rotate them
thats likely not how that part of the rig was intended to be used
was the model made for vrchat to begin with?
No but i pulled it from the same place i got the Sonic model and that worked fine is there i way i can change the bone’s position? Or how i can make what is it Visimes?
in blender
Alright i have blender
if you want the jaw flap thing it looks like you may have to change the weightpainting too. if you want visemes, make blendshapes/shape keys for it
Depends on how mucn expressions you want
Is there a way on Blender to copy a shape from another model onto a new one?
I just want the mouth to be able to move when i talk
Jaw flap is the basics
My avatar is stuck in t-pose, she's a human rig, i set everything up like i normally do, can anyone help?
Does the sdk warn any thing?
only the anims for her face expressions work
How did you rig her?
humanoid
actually...didnt check that oops
it was applied in unity, someone else did the blender work so i'd have no clue about that
Go check for it.
I think you need to apply it in blender
i'll look up how to do that ty
Ok so how do i make the jaw flap work? Cuz as of rn its placed at the front of the mouth instead of the back
It works on the bones, you would need a Jaw bone
It has a jaw bone but again it’s set to rotate so i can’t move it to an open position
You can see it here
Jaw flap bone by default can only rotate up and down. If you want to make it do more than just rotating, then you have to create custom animation and lip sync layer for it.
Ok how do i do that?
There is lot more than I can type, and there is lot of ways you can customize it. You'd need to record an animation that set position of the bone when most open, then put that animation into FX layer as a state that controlled by motion time, governed by Volume parameter. You could search internet for each step and assemble together.
For example, search for keyword "unity record animation" when you want to create animation. "unity animator motion time" for making animation governed by parameter. And "vrchat avatar parameter" for what parameter you can use for fx layer.
Ok
Hello is there anyone here who could help me create a particle for a avi
just state your issue instead of asking to ask
I mean i want help with a particle from scratch and dont know how to do it so was looking for more a teacher for that
but what specifically about the particle
So I saw a particle that looks like a Dj light show type on a public avatar
Its not for sale on gumroad bc i already asked the avatar owner
Said they made it from scratch
what
If you want to learn about particles in general then try watching mega particles video by Brackeys
theres also videos that tell you specifically how to make a certain type of particle
like fire etc
there's also a few free particle packs in the Unity store, they're great to analyze
Also watch lot more of it. And also try doing experiment yourself.
I primarily learned by messing with the particle system itself.
but also
what do you mean by light show
im trying to make a little hud to show toggles that are hidden for me but i dont know how to set up the position
like how do i know it will be visible in game?
Vrc head chop or make it a particle
im guessing particles attached to head will show even without a head chop cus thats how i set it up
its just a local only particle
Yeah
oki noted
so is there any way to get the position right in unity or will i have to test in game?
ive noticed some of my avatars that incorporate pixel art (textures with 0 compression and point filtering) appear blurry on quest 2 unless looked at for a long period of time. These textures are 512x512 and arent only blurrly on the ones that are animated I.E. expression swaps, costume changes, etc. Do i need to animate the default scheme to keep the consistency or is this just a quest only issue?
It's the new update that enable mipmap streaming: it loads low resolution mip level at first, then load higher relosulution when more memory became available.
i feared as much
Unity test and guesstimate
Gave up trying to remove the outfits, too engraned into the model itself in a weird spot, I could resculpt another version but I cant get the shape I want to work, Unless someone has a tool for transfering the shape of an older model onto a newer one I am just gonna reskin the outfits to be the same colors as the character to blend them in and put the idea on the back burner
Did a little testing in game and it works but only in mirrors and it shows for people it shouldnt :<
Make the toggle local
You can use the IsLocal bool value for this in the animator
im gonna go out on a limb here and say there is no possible way with the new system to get that to always render at 512x512 is there? (unless it has to do with avatars quality rating in which i'm stumped) i would have 0 issue with this if it didnt drop it from 512x512 to something along 8 - 16 bit. man this stinks.
as someone who loves doing 2d hand drawn faces and expressions this is a major blow for sure.
I did but it don work :<
anyone know how to fix this problem?
using unity 2022.3.22f1, vrchatSDK 3.7.4 and latest creator companion
vrcfury isnt installed is my guess
it is-
well idk then
probably have it imported multiple times or you deleted something fury needed
idk whats going on with my pc anymore idk how to fix this I've tried reinstalling c++
Does anyone know how to make particles like dragon ball particles more 3d and look proper in all angles in the mirror instead of 2d
The mirrors don’t seem to like certain shaders so they just don’t render them
Give it matcap.
Or that


