#avatar-help
1 messages · Page 31 of 1
Thank you!
its unity not having enough access to file
so it names the highest 32 bit number since it doesnt know
if for any reason you need to do it manually its in model import settings, same place you set blendshape import mode etc
Ok, thank you! I'm currently optimizing organic meshes on my avatar. Reducing all poly counts with blender/unity. So far managed to go from 1m polys in total to 680k. Slowly getting there
ye, 10 times more and its usable
It's going to be impossible to bring it down to 200k~ without baking the meshes into being normal maps. I don't plan to use this avatar in bigger instances anyway so I accpeted the fact that I can't go much lower. Organic mesh shapes for someone as beginner as me in Blender to optimize is just very challenging. But I'm trying to learn
Are you using it in public’s or
Yeah I will be using it in publics. PC only of course, not going to even try to use it for quest.
my plan is to reach at least 400k polys before using it
Can u even add matcaps on particles never heard of dragon ball particles having matcaps
That’s fair I’d say the quest limit before effecting performance drastically is like 150k
Of course you can have a 500k but it would be noticeable
you can technically give a particle any shader you want
I until very recently didn't even know the 70k limit wasn't forced on quest. I think it's just bad to torture questies like that. Most questies who would enable my avis are friends and I don't want my friends to suffer. The impostor is pretty good and them seeing those is enough
Be uploading avatars and the toggles BROKE!
Ah ok but im probably not going to as it would look weird
Sometimes
depending on what the particle is rendering it just looks like a regular mesh but can rotate to always face you
The quest can handle a lot the problem is people don’t know how to make the worlds run well so everyone blames the avatars
Its this
wouldnt be really required not unless you want a weird dynamic shine
imported its once, didnt touch anything else
Dawg why uploading avatars this hard.
thats game development for you
Toggles keep breaking bro.
thats still game development
I Got a avatar off a gumroad, proceeded to suffer 4 hours uploading this just to end up with failure.
- IDK What to show
probably firstly the avatar you got
A avatar called omen
thats not a link
did it have like a scene or prefab
I am dumb like hell to this so IDK
This is litreally first time I upload a avatar
did you open a scene or did you drag in a prefab
I just downloaded the thing, and proceeded to open it via double clicking
that it
open a scene.
You should probably contact the creator
For a sec I thought you left me on read for how stupid I was.
e
Just wanted it to fully render in the personal mirrors and some other mirrors at certain angles
Have you used IsLocal before?
What you'd want to do is have the object disabled by default.
And then you'd want to use IsLocal with the value of true in a transition, to activate the object only on your side.
If you check for IsLocal with the value of false in a transition, that is what will happen for other players
oooh
i guess i had it set up right by chance when i first used it
Well at least now you know how it works, so you'll set it up right from now on :D
so something set up with this will only show for me right?
Yes, this transition will only ever run on your side
so if thats how i had it set up origionally how could people see it when i had it o- oop nvm i never gave it the condition to turn off the object ...
And also have it be turned off by default in the hierarchy when you upload the avi
Otherwise, people who don't have custom animations enabled for you, will see it
I'm having a slight issue. I had this avatar set up and working perfectly with parent constraints before the latest vrc update
The glasses, wings, and flask all use Parent constraints.
Beforehand, when i scaled the avatar this wasnt an issue, they scaled properly alongside the model. Now though? They go haywire and im not too sure why. Anybody have any leads?
its almost like they scale 2 times as fast as the rest of the body, or they scale multiple times
I can try and show more to help explain it as well, like the parent higherarchy of the parent constraint objects
This is a bit tricky, but.. if the wings are separate, then you could add an empty onto the bone that the wings are supposed to be connected to
After that, you could parent the wings to this empty, with the Zero button
Or you could move the wings to be a child of that bone directly. Either solution should work
This scaling issue happens, because the wings are getting scaled up, as well as the distance with the parent constraint
Same idea for the glasses really
does anyone know why my mesh does this with normal maps? i reset the normals and such, but the lines are still there
You could try to go into edit mode in Blender, go to vertex selection mode, hit A to select all vertices
Then hit F3 to search, and you want to use the Reset Vectors option
This might or might not help
You can undo if it doesn't
Alright, let me try that
they are connected to empties already I made a Game object underneath the bone i wanted the object to be parented under and used that insterad of the bone. And it worked before the latest vrc update
But are they parented with zero offset?
I'm not too sure, thats a good question. How would i go about checking that?
You could check the constraint settings, that you can open
It should be collapsed by default, and you should only see a |> Arrow that you can click
See what those fields say that come up, when you open it
this is what i am looking at atm
So it is not offset at all.. interesting
while im here, any idea what makes this happen? nothings cut off or overlapped. i just redid the uv maps so im not sure whats wrong with it
anyone know why my particles can be seen in mirrors but its not in my view?
yeah, thats where im stumped, IDK if its the new update or a glitch that needs to be fixxed
Set them to be Double Sided or.. Culling off (both are the same thing)
how?
Check the particle's material. Should be an option in there
I'm not even too sure how to report the issue either, cause i have been stalking this channel since i was informed of the issue and i dont think i see anyone else has been dealing with this (Again sorry for the spam, dont feel like ya gotta respond)
this?
Could you try removing the parent constraint, and adding a brand new one, with only 1 source, and zeroing it?
Nope, that's different
well i have litterally nothing else here
yeah mabie, let me see what happens
So.. this is a mobile shader, and that is why it doesn't have a double sided option
yeah
Backface culling is always set to be on, on mobile shaders for optimization
The only thing you could do to display a custom particle like this on Quest, that is double sided, is making a plane in Blender (preferrably), and adding another plane to it, but flipped
i have the render alignment set to local if that means anything
i dont want it to show in mirrors or anything its like a hud indicator for things i cant see but can control
like my player tag (i have one part of my avatar that shows through walls on pc)
So you'd have 2 planes, each facing outwards, which is exactly what you want.
That is what you'd use in the particle system
You'd select "Mesh" as the renderer, and you'd drag that mesh in there
i dont want it to be double sided
Then you could try to set the render alignment to View
Which is the default.
This way it will always face you, and away from the mirror
So it will not be visible in the mirror
If its attached to your head you need to use headchop
Not with particles
Otherwise its sent to 0,0,0 since the head is scaled to 0
If the particle is not set to Hierarchy scaling, then it will show up in first person as well
Sure but its still attached to an object
The scaling here isnt the issue its the fact the position changes because of the head scale
im so confused should i just add a head chop?
If its offset from the center of the headbone yes
oki
Yeah, that is true
That would affect the offset
It looks like this may have resolved the issue i was having! thank you so much!
No problemo :D
Then feel free to add the other source as well
it still wont show ingame :P
that indicator is in the mirror and wont show in my view
Did you set it to be aligned with View, rather than Local?
yup
Is there any way for me to make particles appear transparent in mirrors too? For example personal mirror or LQ set mirrors in worlds?
If you're refering to transparent mirror, it's just weird and doesn't have reliably way to enforce transparency blending other than being fully transparent or fully opaque.
So what you are saying is "no"?
Try to set the sliders in the headchop component to 1, and make sure the component targets the particle system
Not entirely no. It's also depends on how mirror is made too.
This usually would show up with the whole tile frame outline being visible as black background on those mirrors Q_Q
here is my setup
Yep, seems good
Those just doesn't work in cutout mirror because as cant be semi-transparent. But I'm not sure how it would act in transparent mirror.
Thanks!
One possible solution for cutout mirror is using alpha dither cutout shader. In theory it should work because each pixel are fully opaque and transparent, but it alternate between pixel for semi-transparent alpha.
apha dither cutout shader is within standard unity/vrchat shaders or do I need to find my own?
It isn't standard. Poiyomi has dither alpha option.
ok thanks I will try it
I'm done with unity for now though, thank you for the help! Optimizing for 4h is enough
is it possible to make a 4 axis puppet move something like how it moves the face mirror in game?
Should be possible, yes
way to smooth these out? ive tried most of the normal options but it wont go away
could the particles being this distance from the view be the reason?
Usually hud elements are far away not close
so make it farther away?
About 1 to 2 meter
unity units are in SI unit: meter, kg, second.
is there a way to make my particles show through walls?
With custom shaders
You could make anything show through walls.
so not on quest i assume?
Of course not on quest.
damnit
Quest doesn't support custom shaders
i hate being a questy smh
Become a PC player.
Comes with its limitations sadly, yeah
my pc is hardly powerfull enough to run the game in desktop ...
well i say hardly but it runs fine when im testing avatars
Does anyone know how to do something like this face in the image and make a toggle with vrcfury
you could use a decal for that if youre using poiyomi
its rare for people to agree to vc
your best shot would be to share a picture of what you mean plus shader settings (also tell us if using another shader fixes it)
I have an issue with my nameplate of my avatar being to far above my head. My viewpoint is in the same position as it is on functioning avatars and the bounds don't look at all different from most of my other avatars that have a good nameplate position. What could I do to influence the height of my nameplate in unity?
did you resize the any gameobjects? this might causes the nameplate issue.
I did resize game objects but this is not the first time I do this. Which gameobjects do actually influence the nameplate?
VRChat seems to set the position of the nameplate based on the highest vertex. also, VRChat calculates nameplates height after scale of all game objects to 1. (my english is bad lol)
so, if the resized object is your hair accessory, it often cause this problem.
Oh the highest vertex? Is there a way I can identify such a vertex easier in unity?
Because it's hard to determine the source visually at the moment
How do I fix this problem where the transparent layers of things like avatars expressions are solid colors? I accidentally broke them and now I don't know how to fix it
hmm... i've never seen the tool that can do that sry
Thank you though, your insight helped me understand what causes it, i will find a way to fix it
This is what my inspector for the used material looks like
That's not material, it's just texture import settings...
You have to set render preset on the materials.
Where can I find that
Sorry, I'm new to unity lol
Here is my material
Look for material files. Or you could just select the object in the scene.
That's a different material from what you have to see.
when i upload the avatar, it acts like everything's fine till im in game when it hit's me with the "Security checks failed" im not sure what im doing wrong but i suspect this error might have a hand in it.
is your VRCSDK up-to-date?
I downloaded it today.
Can you post avatar performance report from the sdk?
I don't understand how to fix the issue, though
What are you looking at right now?
this?
the material from the screenshot. You say this is different from what I need, but I don't know what I do need to find
You're looking at material for the head. But the material you're having problem with is the effect for the head.
Just click on the object in the scene until it outline the object you're having problem with.
The effect on the head is a part of the heads material, I thought
@placid mica I probably found the same thing you got, and it has a prefab for easy setup (sorry, I haven't downloaded it so I don't know if it's correct).
Since it's included on the head's texture image
Found what?
Booth avatar usually have 2 materials for the face, one is for opaque base skin, and another for facial effect.
This one is Manuka I believe.
Yes, I've noticed that, but this one does not have that from what I see
You have to select the face so it show both materials you can configure in the inspector.
tried to add a simple toggleable prop to my avatar
and when i press offline test
this pops up
what would be the issue here
OH! I see them now, thank you for the help
I had accidentally changed them, so I mistook them for something else.
The first few errors are most important. please take a screenshot of them
oh okay hold on
do i have to delete the hidden avatar?
or is there something else
if you don't need that, yes. but i think there is another issue
could you screenshot of your fbx import settings?
open project tab, and find the avatar's fbx (idk where to found, but it's often contained in the FBX folder i think). then, click it and see inspector.
k
both the spear (prop) and the character are import
like to also say that i have no validations
character was working fine standalone
hmm, that's weird. try reload the SDK
that worked
thankyou
god, errors like this are so weird
its like programs sometimes just get cursed randomly and whip out unexpected errors
does anyone know how to make a toggleable flashlight
pretty sure youtube has tutorials about that
i wasnt talking to you but ok
you cannot have multiple locomotion implementations, remove either the nsfw loco or gogo loco
oh
nsfw gogo has normal gogo too dawg @ oreo
either way, pick one
yeah but thats the thing the avatar has goloco already
you delete the gogo asset file in your project, delete the prefab off the avatars hierarchy, and then set the gogo nsfw layers onto the avatars
wait no way
NO WAY
it showed up
it seems i had to change to go gogoall
or something like that
finally figured it out
sadly poses don't work
idk why
did you change the playable layers?
theres an nsfw loco?
damn
yes its a version made by someone else
with the same features but that 18+ menu added
Does someone know what is the reference for custom crawl/crouch animation (desktop)? The legs are bent or overstretched depending of the root z position im my animation. It's always fiddling around to find the right value. I tried to align the head or hips to 0 or also to the original crawl animation. But I didn't found a reference which works predictable 🤔
is it good like this
and with the write defaults where do i got to toggle it
off or on
now i'm getting this
It should make sense to you
the prefab you use is dragged onto the avatars root and then left alone. it installs itself when you press play, yet you ALSO have gogo in your playable layers
dont do that, the prefab does this when you upload or press play
gotta pick one of the 2
was (or is) normal gogo on ur avi
and you still have the files
uhhh
on the project
nope deleted the goloco
Hey guys, i have following issue: I want to upload avatar but i just get this Blueprint id bs the whole time and i forgot what i did ages ago to fix it. Thats the only thing preveneting me from uploading
from hierarchy
click avatar in unity and detach blueprint I think
the id error is a symptom, check the first few errors at the top
theres nothing attached thats the issue
ill check
Hireachy, so the files are still in proj?
Or I might be just dumb idk
no
i think they're not
everytime i try to use one of the poses from the poses menu it just looks like this
It could be that when you imported it, sometimes files will use other files from completely different folders
(Animators will use different but name matching files)
Maybe it could be the case or the animations themselves just literally don't have a proper animation
uhhh
The current version of unity to use is "2022.3.22" ?
I took this information from here but want to confirm https://creators.vrchat.com/sdk/upgrade/current-unity-version/
I need help whenever I open show control panel i get this issue. I tried to reload the sdk but didnt help either
2022.3.22f1, you can also use 2022.3.6f1 though it might warn you
ever used the unplug and plug again method
Try deleting and re importing the sdk sgain
oof, well I'm not the best at unity
Did you make your project from vrc creator companion or by itself
vrc creator companion
try rolling back a vrc sdk version, see if that works
or just do it like me and reinstall the whole thing
unity and CC
and yeah i gave up
can't make the poses work for shit
:(
damn okay thanks tho
those errors are essentially meaningless
could have been controllers
cuz there is none there
lol
welp even with controllers it dosen't work
oh the issue was with the pcss shader stuff that i had installed. The fx layer was broken
the avatar should have come with an upload instruction
if not
then you're better off installing vrcfurry and poiyomi shaders before creating your project
like importing them
in the cc so they auto import themselves in the unity project
Update for the guys that tried helping me before: i did it now, just stwitched versions and tried adding a package and that worked
ok no, different issue. The toggles for some reason dont work any my camere (my view) is off-character, like just straight on the floor. Ive never had that so im confused rn
Check your viewpoint, in the avatar descriptor. And make sure you aren't uploading a camera along with your avatar.
for some reason it wokrs when offline build testing but the uploaded version is f*cked up
got it now
Okay, last issue, toggles wont work. Any idea how to fix that?
could be a whole lot of things really
So to maybe make it a bit more precise they do work in game but they dont change anything. So it isnt like they arent there at all just dont do what they should
does anyone know why this is happening? its not part of a shader, its something wrong with the fbx or unity, even if I just import a unity package this happens sometimes
The vertices are probably just too close together. You'd have to edit the fbx in blender to fix
Could this be the source of my toggles not doing shit?
unlikely this is a cause, it's usually a side-effect of something else.
Which part of this are you asking about?
The edges having a weird smooth shadow
Im just completely lost rn. I can not find the source of the issue
Got it - if you can see the shadows like that in Blender then it's got to do with the edge normals. You can try to fix them by selecting those faces and in the normals menu (alt+n) do "reset vectors". But this also takes sharps into account, and might not do what you want. Make backups, etc.
use gesture manager or av3 emulator in play mode in the editor to watch what happens to the variables when you toggle them, watch what the animator does, etc. There's no quick solution until you know what part is broken.
nothing seems to have changed
I just checked and ist must be something with the toggles connection to the activation of the animation because the animations themselves work perfectly. Its just that the toggle wheel seems to not do it
But i dont know how to fix that
So in the debugger the values adapt to the toggles. Now im even more confused
it seems like it should work. The right toggle triggers the right value but i doesnt do anything
can someone help me pls this keeps happening
Try this:
Select that vertex, hit alt+n, and click split
It'll split the normals from the rest
Idk If that works but try and see
mark the edges sharp
lots of good ideas here 🙂
What device do I have to have to make an avatar
what i said was pretty much the same as rey's idea tbh
device? a computer probably.
Damn, I need one
could i theoretically make a flashlight by just putting a light on a toggleable prop?
Yes, though one light immediately marks you Poor
because realtime lights are very expensive
i have a SOlution
i will upload 2 different avatars with and without this flashligh
that's what I do, put my excessive gadgets on an avatar I don't use often
can someone help me pls this keeps happening
Show your stats in the SDK build window, maybe something is really bad
oh interesting, dunno then.
sometimes it happens to me too, I usually just relog into the game and it fixes it or maybe try to reupload the avatar
but why does it say it's "Unsupported Target Platform"?
are you missing the windows build support?
I think your missing quest support.
i use a vive
when i try to change it it gives me this
vive and quest uses the same android build, and it in fact requires android build support installed separately, but in your case, your windows support isn't working too for some reason
no, i mean 2016 vive, not xr elite
Dumb question I'm sure but, if I make something like fins with geometry nodes in blender will they work in vrchat or would I have to convert them into a mesh and then find a way to make them work? If it helps make more sense they're meant to be large fins like those on a koi fish.
You'll have to convert them to a mesh. Geometry nodes only work in Blender
Gotcha, sorry if any of my questions aren't the best. Obvious things usually aren't as obvious for me haha
oop i didn't have windows build support lol
Hello everyone, I hope you all are well.
My girlfriend and I are working on an avatar, and everything worked in Unity, the shaders (PCSS), clothing, everything, in the play preview window.
When we went to upload it into VRChat, it uploaded, however;
The avatar was light and dull, with no way to change the PCSS options inside of VRChat.
We received this error in Unity:
"
Shader error in 'Hidden/PCSS4VRC/PCSS4lilToon/ltspass_transparent': Couldn't open include file 'Packages/jp.lilxyzw.liltoon/Shader/Includes/lil_common.hlsl'. at Assets/nHaruka/PCSS4VRC/PCSS4lilToon/Shaders/CustomPass/pass_custom_shadowcaster.hlsl(3)
Compiling Subshader: 0, Pass: SHADOW_CASTER_OUTLINE, Fragment program with SHADOWS_DEPTH
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PASS_SHADOWCASTER UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: INSTANCING_ON SHADER_API_GLES30 SHADOWS_CUBE UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING
"
Any ideas?
seems like a missing file in the shader, probably reinstall it or possibly update it
you actually don't need this
oh, it seems like that needs the liltoon shader installed too
i can build worlds just fine without it
We will try it, thanks for helping
damn, so i just gotta build it on windows then?
PC avatars are windows, so you need that target at least, but not the IL2CPP thing
I know how to do world constraint but I don't know how to do it when the item I want frozen is in the hand. Am I to move the container to the hand? It doesn't work when I do this... Can anyone help me?
Yeah you move the item to the hand with the parent constraint. Put the hand (or some empty object as a target) in the constraint's "Sources" list and make the weight 1.
I tried making a avatar quest comparable and it’s just invisible on quest (it’s just a png avatar)
any good resources for avitar udon capablilities? Im seeing Udon2 will have persistance storage and ability to load remote json data.
I want to make a little spawnable store for my uploaded avatars but users can only activate the pedistals if they have enough fake money I give them.
Im wondering how much of that is possible in avitar's version of udon
We already have persistence and loading remote strings has been a thing for ages.
Udon 2 is also not happening anymore, we are instead getting Soba, a new scripting engine (that is even closer to just C#)
For what you want to do, I am not really sure what you mean with "fake money", but yeah, you could just store a money value with persistence and use that to allow or disallow enabling your avatar pedestals, just be aware that you can't choose who can use a public avatar or not.
there's no scripting (i.e. Udon) on avatars.
when i'm using VRC constraints to move a prop around my avatar, there seems to be a small amount of variation on where the prop actually ends up. it's always slightly off in position and rotation.
is there a better method than just adjusting the weight value between two different points?
What's your target, is it a bone, or an empty object on a bone?
a bone
yeah I use emptys usually, that way you can get the position and rotation specific by moving that thing around and not dealing with any of the offsets in the constraint. I also found doing multiple targets it was tricky to get the rotation right separately.
i actully have the bone positioned correctly in blender so the constraint takes it to the correct spot, kind of like an empty
it's not so much a matter of the animation not being quite right, so much as the constraint isn't snapping correctly into place. just now it spun the prop 90 degrees
anyone know why my png avatar is invisible on quest
they have not yet provided us a tool for viewing them
Hi guys! I was toying around with adding separate clothing models (all rigged using the same skeleton as my base model) to my vrc avatar, and I can get them to be toggleable using the gesture manager, but the clothing itself stays static. I've anchored the pieces to the hip bone (base bone on the skeleton) using armature link but none of the other bones in the clothes seem to follow what the base skeleton does. What am I doing wrong here/how do I get the bones in the clothes to follow the bones of the base model?
You're using vrcfury? How are you exporting the clothes?
Duplicating Avi Rig > You should set the clothing Armature to be the duplicate, Delete unneeded bones, Make sure hip bones stay, assuming you did all this?
Yup pretty much
This is the first time I've done something with vrcfury so I'm lost and still kinda learning 😅
I had the issue with the clothes not working with fury but it was due to the fact that I assigned the armature of the clothes to the original rig rather than the new one. It helps to see your set up though
I'm sorry- I'm a visual learner and this is really confusing for me, do you have a tutorial video or know of something like that?
I've seen a bunch but I don't have anything bookmarked
heres how all my bones are laid out in Blender, every set up in Unity looks like how its laid out in img 2, and the 3rd is an example of it not workin
Link should be from clothing armature hips to your models hip rig
In blender when texture painting how do I visually keep my blendshape settings from object mode to edit mode?
You mean to prevent it from showing in edit mode?
i did what you said but now its doing this?
Yeah so in object mode it looks like this
but when I go to object mode the blendshapes revert.
I want to be able to see inside the arm while I texture paint
in edit mode you're only editing one shape key at a time
select basis
What I do here is make a shape key with the parts all expanded out, then paint on that.
can I see the blender file for the clothing item, your characters rig and name, then the clothing rig and name, as well as what they look like.
Oh I see thank you!
Ohhh, you can slide the blendshape value in object mode
(clothes moved off the body just so u could better see everything. it wasnt exported in this position)
I'll often export stuff like that so I can load it into Substance and paint easily there too
hey, in gesture manager, i am trying to click the Fist gesture so I can see how an avatar holds something in their hand, but the hand won't actually close...
@winter edge
,,, it closes if i keep the thing toggled off, but the moment i toggle it on, I can no longer close the fist
nevermind
i am.. a complete idiot 🙂
disregard my issue i figured out i am stupid lmaooo
Just for giggles can you put everything back. Delete the sweater rig, copy a new armature from your avatar base, dont delete any bones, assign your sweater to the new duplicate rig, delete the extra stuff, avatar base and avatar rig, then export the sweater as if it were a sellable asset, just sweater and whole duplicate armature?
So Sweater/Duplicate rig nothing deleted, assign sweater, export onto your unity project
Wait... This is a sellable asset right?
the export has just the sweater and rig, none of everything else was part of that file
If not we dont need to do all this
?????
but after switching to edit mode it doesn't stay unless you click on the blendshape
im so sorry. sellable??
Are you making this as a thing people will buy or download? or is it just for you
this one is just for me but i want to learn how to make them properly sellable too
Yea if you're traying to paint inside your arm, you do it in object mode. Then slider the arm blend shape to 100% and paint, or leave it on basis, dont slider anything and paint by clipping through your avatar, or separating the mesh into parts
Ok ok, if it were just for you, you wouldnt have to vrc fury, but if you want to make an asset for others to use, lets do the same thing as before. Duplicate your avatars rig, assign your sweater to the duplicate armature with nothing else, then remove all the other stuff for testing. And well see if there was an issue from removing bones from the first duplicate rig.
so just reexport this new version and add it into unity?
Yes, but with a duplicate of your avatars base rig, no bones removed.
and make sure its assigned to the duplicate and not your avatars rig
Now once your new sweater is in your unity project, drag and drop it onto your avatar hierarchy in your unity scene
Once you do that, should something look like this:
done
how to turn off the imposter system so people see the fallback instead?
Ok click your sweater, add component, vrcfury armature link, assign your sweater rig hips first, then your avatars hips bone
is not just on by default? Remove the imposter from your account
does the same thing
ok so ive got it in the right place now but arms n stuff still dont deform with the test posing? shirt's in T pose
Can you rephrase that? Assuming you jumped out of play mode, did the bone offsets and hit play mode again?
yup
how tf do i fix this
You're doing this right now? @solemn python
no. but the gesture manager has a neutral arms down pose, so i can see the shirt isn't defoming
how do I make it so that people see my fallback instead of my imposter?
Is it deforming properly in blender?
Remove the imposter from the avatar
yes
how?
VRC Website one sec
Do you mind letting me look at the project? I've been rigging for like 2 years, itll help to see everything and play around with it
lemme zip a folder for u
I cant load vrchat website rn, but go log in, go to your avatars, and underneath it should be a make public/private, delete and imposters settings
I found it thanks
Should only be for that specific avatar too, so if you upload an avatar in the future it wont show an imposter until you generate one
all the avatars I uploaded so far came with imposteres
Unless you generate it it shouldnt have one, this one I uploaded, but never clicked generate
okay
Unless youre ok with everyone looking at it, would have been better to dm that one
fair lmao
omg yea thats too big, just send the avatar with its armature and the jacket
dont need textures or anything else
whats the best compression method in unity to make textures not take much space
theyre very simple textures so quality wont be lost
Usually converting from 4k to 2k is enough, but you can use crunch compression at like 50% ive noticed not much of a loss in quality, also thrys vram tools help a lot
its for quest so,, i would hope none of these textures are 4k lmaooo
Crunch compression
I followed this video in an attempt to do what shows in the video- but its not working for me and it is 3 years old so I'm assuming that's why. If anyone knows any updated video or if they are willing to show me how to do this it would be greatly appreciated- thanks!
https://www.youtube.com/watch?v=hVtQ3vn1ROk
Hey guys, the same issue is happening after reinstalling both of these, still no luck,
https://github.com/lilxyzw/lilToon/releases
https://nharuka.booth.pm/items/4493526
The same error message is popping up
Any ideas?
First Error Message:
Shader error in 'Hidden/PCSS4VRC/PCSS4lilToon/ltspass_opaque': Couldn't open include file 'Packages/jp.lilxyzw.liltoon/Shader/Includes/lil_common.hlsl'. at Assets/nHaruka/PCSS4VRC/PCSS4lilToon/Shaders/CustomPass/pass_custom_shadowcaster.hlsl(3)
Second Error Message:
Shader error in 'Hidden/PCSS4VRC/PCSS4lilToon/ltspass_cutout': Couldn't open include file 'Packages/jp.lilxyzw.liltoon/Shader/Includes/lil_common.hlsl'. at Assets/nHaruka/PCSS4VRC/PCSS4lilToon/Shaders/CustomPass/pass_custom_shadowcaster.hlsl(3)
Third Error Message:
Shader error in 'Hidden/PCSS4VRC/PCSS4lilToon/ltspass_transparent': Couldn't open include file 'Packages/jp.lilxyzw.liltoon/Shader/Includes/lil_common.hlsl'. at Assets/nHaruka/PCSS4VRC/PCSS4lilToon/Shaders/CustomPass/pass_custom_shadowcaster.hlsl(3)
I really appreciate any suggestions
have you tried to unlock those shaders?
anyone know why my png avatar is invisible on quest
Has anyone ever had the issue with "Animator Play Audio" state Behavior removing the audio clip when trying to change the clip via parameter? I swear its glitched or something because, it works when it is using random mode and changes the clip successfully.
The parameter is an integer in both the expression parameters and the FX animator parameters, double checked triple checked the spelling. Everything is setup for it to work but for some reason it just decides to stop working when trying to actually USE that parameter
VRChat has been testing automatically generating imposters, they want them to be universally used.
^
On Quest use ASTC, it is a great texture format that I wish we had access to on PC.
Start by setting it to 6x6 or 8x8, if you need to make more room then go up to 10x10 or at most 12x12.
ASTC not only reduces download size but also uncompressed size. Crunch compression only reduces download size.
The only time that I think you can use crunch compression is when making a world, as unpacking crunch compressed textures causes stutters, so having it on avatars means giving other people stutters when they load in your avatar, but when on a world it is fine if there is some stutters since it will only happen when you first join.
NEVERMIND!
Emulator simply didn't work with it, works as intended in-game
Hello, how is this done?
I don't know that shader but there's probably a button at the top of the material
They're unlocked currently
ok, it was a guess because the error message mentions Hidden
It was a good guess, thanks for trying to help
the error message is pretty clear though, the shader can't read a file it requires. If you installed the liltoon package and it's still not there (you could try looking), then it's probably an incompatability between versions of those two shaders you have.
if you are using Linux, you need Windows Build Support (Mono).
ah
so i have a new question, why is my avi floating, why does my veiw seem to be ofset from my avi's head, and how do i make my view smaller bc from my perspective, my avi seems tiny
floating/view, possibly your avatar's origin is not properly at 0,0,0
does anyone know why my contraints on my avi don't move when animating even in play mode, it lets me move the contraints and everything but once i play the animation they dont move so i cant see how the animation actually looks
i have a similar issue (also hi alligator!)
oh hi!
im also having another issue for some reason it lets me animate some contraints but others dont move at all just completely stiff
For some reason other people cant see my particles while I can.. (VRCFury)
what is the best way to size clothes onto a model?
i tried the shape tool but its insufferable
What should i do about my avi being small relative to my camera?
I think I found my problem
I need some help i tried to make pc and avatar avatar and it keeps doing a security check faill for some reason and i cant really make it pc and quest is there a way to pervent that?
post the stats that're in the SDK upload panel, it might be a case of something being too unoptimized/past the set limits
im just making a 2d png image
and it doesnt work for some reason
and says security check failed when i try to do pc and quest thingy
security checks failed when uploading avatar why is that?
nvm got it working after trying to upload it 4 times
how does it work for you but me i tried 24 times already and its literally just a png image bro and im just trying to make it pc and quest like why the hell does that happen
theres nothing wrong with my pc or anything
Not sure actually
did you try to close down creator companion and open it again and try to upload?
that's the only thing i did first time seeing this on my own avatars
i got alot of other avatars on my favourite list that's disabled due seucurity check
so is there any way to fix it
But right now my avatar works fine not sure what the problem is
or am i forever stuck unable to make a vrchat avatar
maybe try to remove the blue print and upload again? not sure what the problem is
why are the knees/legs bent like that / how to fix
tried that
nothing still
also btw its literally 0.29 mb
also has the green circle thingy
is it possible to upload one project to pc and a different project to quest on the same avatar
sincerly
someone who made the quest version of their avi on a seperate project and really doesn't want to do it again
Uh... im really confused now. Why is the prop always in my view no matter how high up I move the tracker? I dont think constraints have a "syncing" parameter, so whats going on?
What does the SDK say? Is there an error in the console? Taking a screenshot is a better way to get help
says nothing no errors
No errors on consol for me when i had same problem
hello, may i ask for some advices here too?
like is there anyway to make a pc & quest thing without getting the 34th security error
oh my fucking god bro
i just cant make andriod vrchat avatars i guess
because i just tried to do a alone quest only avatar and BOOM security check fail
is there a pc and quest avatar in the same scene
no
i also tried putting the quest avatar in a different scene and still happened
My avatar was pc
and i got same issue, not anymore
but if it's still not working try to make a new project
if there is somebody who is good at fixing avatars here, please DM me
ok fine
also im on 2022.3.6
so i dont know if thats the problem
the security check is a new thing
i never had a problem with it before
first time seeing it today on my uploads
Security Checks Failed can be caused by various reasons. Avatar size, uploading on unsupported platforms, and so on...
anyway, could you take a screenshot of the SDK screen? That might be a clue to the solution
in builder or somewhere else?
in builder
so is anything bad or what
hmm, it looks fine.
ok then, try check this
it was on android also was selected
so you dont know how to fix it? or like u just forgot
its ok if u dont know
sadly, i don't know how to fix it. I'm just suggesting some possibilities.
last q: are you using latest version of sdk? if so, i don't have any idea to fix this...
how do i check if i have the latest one
open VCC and click manage project.
oh shoot i have to upgrade to 3.7.4
so i have to update to 3.7.4 for it to work?
Trying to accomplish this: Holding a bunny in the hand, Able to Scale it and place in world.
I can't seem to find a good video tutorial on how to do this- does anyone have any they can send to me or maybe help me in figuring this out??
I swear im about to give up completly. I've been looking everywhere, and I cannot find why the position is not the same between what I see and what the game see.
It's not 100%, but it's possible to solve the problem
alright imma try it
i exported my own avatars to private and I'm having these kind of problems:
the tail, the neck bell, the wings need to be rigged
the eyes look weird from closer, having black gaps around them
the avatar is stuck looking down
is mixamo's auto rigging rough? 
you meant "please dm me?"
ill post a video if needed but has anyone else had a problem where an avatar is fine while standing idly or in motion but the minute you stop it or it lands from jumping the body/spine briefly "snap" back into place?
I'm seeing LOTS of weight painting issues here
also this one seems to be messed up even though original obj/mtl is fine
why transparent part is showing as black? 🤔
i followed this tutorial
thank u tysm it worked
help already tried running unity as an administration and it keeps saying install failed
first, why you want to install 2022.3.54f1? VRChat SDK requires 2022.3.22f1 now.
I was mistaken for that
i don't know about validation failed, but i think the cause is slow internet connection.
You can also reduce the download size by removing unnecessary items such as the Android SDK & NDK Tools. (idk this helps to get stability of your connection)
thank you, i will try this, i do not need it if i only upload pc avis?
yep. if you want to upload for pc only, you don't need any modules for now.
is it easy to fix this kind of problem?
Still having issues with unity failing download
anyone know why my quest version of my avi is like invis
How do I solve
"Error building player because scripts have compile errors in the editor
- are there any Anti-Virus software? Anti-Virus software sometimes remove necessary files silently.
- do you have free spaces in your C: drive? unity needs almost 10GB disk space.
- after check 1 and 2, try run UnityHub as administer
screenshot first few errors in console is better way to get more helps
gotcha please hold while I do that I'm testing is pc upload works
which is seems too
is this first few errors? if then, try removing Library folder after close Unity.
thank you 1 and 3 helped just having trouble with installing/finding the correct unity editor to install into vcc
all of them
which is the best channel to talk about bones, weight painting issues, etc?
#avatar-rigging , maybe
where do I find the library folder?
lemme move to that one
found it nvm
for bones its rigging and maybe the same for weights but not sure about the rest
wondering if anyone has an idea of why a phys bone might not be moving even when people are interacting with it or if i shake the model in gesture manager?
yup thats all in rigging then
didn't work
if it matters I'm in unity 2019 because its what the unitypackage requested
i'll do a quick check in case you missed it
did you remember to clear the avatar id from the pipe line manager? @marble prairie
Unity 2019 is no longer supported by VRChat SDK. and you can import it in 2022 (yeah you have to do some changes but better than using 2019)
the what?
figured it out
it was the "Avatars 3.0 package manager" its uploaded now
this, select the avatar in the hierarchy and look in the inspector till you find it
problem with 2019 is it doesn't clear it when you sign in, if theres anything there click the button in the bottom
is it normal for it to get stuck on refreshing data for a while?
right as I say that it uploads
I see how it is vrchat
yo been trying to replace a limb in blender and everytime i swap fbx it completely breaks my avi
it just dissappears
Hey so I'm uploading an MX avatar to my friends account and every time I use gesturemanger it disapears i dont know what to do
I'm a modeler, not a Unity wizard. I set up this toggle (to toggle off the cape) using Int because I might want to add additional props (for reference, I also tried bool first). I'm unsure why it doesn't work, but the animations I made DO work, and the weight for the layer is set to 1, and the parameters have been triple checked and they're all the same name. The cape won't toggle off. I've tried multiple different setups. What could I be doing wrong?
recently updated the Creator Companion today and now I can't open ANY project without compiler errors, anyone else experiencing this? I reinstalled Unity twice to see if that was the problem and that's not it, there are no other repos in the project other than the Base and Avatar ones
When adding colliders to parts of the body I want to interact with the jiggle bones I just add them to the parts I want to interact with the bones? Like the hair or a tail
So should I just add them to the finger tips?
does anyone know why my material preview is so tiny in the window and how to potentially fix it?
expanding the window does not help
resetting the unity layout to default also does not fix the issue
I'm trying to edit physbones for the first time, how do I go about making a "root" or whatever its called? I want to make it so all of the physbones get counted as one when trying to optimize an avatar, like shown in the 3rd and 4th photo
any reason the legs are doing... this lol
idk if its a weight paint thing or what because im super duper confused
Hello, so i made a different fbx for quest (decimate some parts), but i double checked the import settings, they are the both the same.
Even with default locomotion i have a weird issue
I play pcvr but questies see my avi sunken in the ground
when i log in quest mode, deskies see me flying above ground
Any ideas how to pinpoint where is the issue please?
can be the armature
can be the origin
can be the fact they dont have you fully shown
thanks for ur answer, so they did show me,
so its prolly armature or origin
i didn't change the armature
sooooo how do i check if the origin is good please?
is it in blender or unity?
blender
once again i dont think i changed anything else on blender,
only decimated some parts but ill take a look ty
this is the origin right?
the origin is probably correct but you can also try just applying all transforms
do i need to select the mesh or armature before clicking apply all transform or smth
ok merci
Hello, i've got a question about unity, specifically avatar importing.
Why when i open a new project from VRC, unity takes almost 2 hours till the actual editor opens, is it normal? everytime i want to import an avatar is a pain, and is worse if stuff fails and i need to try with another avatar cause i need to restart again
I'm using unity 2022
Trying to change the point expression of my avatar, but after making a new animation and replacing the left hand point animation with it, its not playing, and the point animation is all fucked up too
sounds like you are running out of resources
CPU or ram?
did you put it in the gesture layer?
either or
I've got 8Gb of ram and an I7 10th gen running at 4Ghz with 6 cores
yeah, it used to be PointHmm, wanted a woah face with point
8gb isnt a whole lot
Yea but i mean, unity runs fine once opened, the problem is that takes ages to just open
Is weird
but is that the gesture layer or fx layer
secondly what exactly does the expression do
my model keeps importing without it's blendshapes
It should be the gesture layer, and it should just open the eyes and mouth a bit. Which works in the animation itself
facial expressions go in the fx layer not gesture layer
so i did try to apply all transforms too with no luck
how the avatar came lol
definitely shouldnt have 2 fx's
🤷♂️
thats happens when switching between nonhumanoid and humanoid rigs
yeah I know, just dont wanna really mess with it because its worked so far and I'm just learning unity and blender
if your avatar doesnt have a messed up armature or origin then it definitely just sounds like your avatar isnt fully shown
oh maybe this has something to do with it not working lol, is this how gesture expressions are normally done?
left one is the original that im trying to replace
you really shouldnt be putting the gesture layer in the fx layer slot
is there an easy way to copy the non expression stuff from it?
duplicate the layer and then get rid of the stuff that is supposed to be in the fx layer from the gesture layer copy
duplicate through the file explorer? Cant find a way inside the editor
ctrl + d or just right clicking it in assets folder
you should probably fix that double fx issue
How would one do that xS
redoing the avatar descriptor
just pressed reset to default, that seemed to work
and all the expressions seem to work still, coolio
thanks for helping with that :3
Now just gotta figure out how to create the right kind of animation and stuff
the animation would work fine as a single frame
you also dont need motion time for face expressions
Gotcha, dont really feel like changing every animation rn xS
I copied the pointhmm animation and renamed it, but I cant add new properties for some reason
I can delete and change the old ones tho
you need to edit it via clicking on the avatar not the animation
put the fx layer in the animator so you can actually edit animations
which you literally just need to put only the stuff you are actually animating in the animation
ah that did it, thanks for your patience lol
Alr now I managed to edit the animation, and put it in the left hand point in animator. Every other facial expression works except it, it does the proper point animation though
what am I missing
hi ya'll so i'm trying to modify an avi and the creator made two different versions of the same avi, I want to take the pants from version 2 and put them on two version one, deleting v2's armature makes the pants just collapse but putting it into v1 makes it go side ways and is unmovable
Anyone know why I can't connect my clothes using VRCFury? Tried everything
fury components go on the avatar
Why doesn't the clothes move with the body?
Probably because of that message.
well did you stick the component on the avatar like its literally telling you
yes
Does the avatar have avatar descriptor?
yes
Is the avatar set as humanoid rig?
yes
Can you screenshot the whole unity window, selecting on the avatar object?
If anyone knows any possible reasons why the gesture isn't playing the expression, please let me know
Did you put the controller as gesture layer or fx layer? You should have separate controllers and animations for gesture and fx.
yeap just had someone else help me with that, every other gesture and facial expression is working
Blendshape animation doesn't work in other layer than fx. So if you had blendshape animation in gesture, that isn't going to work.
oh
how do all the other facial expressions work then, theyre all in the gryff_avatar... controller
Aren't you confusing with the animation you also put into fx?
not sure what you mean but I dont think so? All I did was replace the motion in this with the new animation
If you wanted to animate blendshape you have to do in fx layer.
old animation vs new
You didn't put the cloth as a child object of the avatar.
left hand finger point doesnt work (the new animation), right hand does
and the right hand animation is also using blendshapes
if you arent going to make custom hand gestures
like yknow hand poses then you dont need a gesture layer for it
They have to be custom because the finger bones arent the same as the humanoid rig, looks like every finger is broken when using the default gestures
😭
omg, thx. that works
I figured it out
All my fault, didnt set the blendshapes on frame 0, left them at 0 each xS
I need help with item dropping. I want to be able to hold an item in my hand- and then drop it in the world and stay there. can anyone please help me out? Please bare in mind I am a visual learner
i accidentaly deleted a material from the object, i can't use ctrl+z to recover it but how do i add a new one?
on the image you sent, there's a dropdown menu for materials, you can replace them
Hello, everyone! I need some help. After spending a while trying to optimize this avatar for Quest myself, I’ve gone from 27 MB to 36.85 MB. I don’t even know how the size increased when I converted the PC version for Quest.
I’m not sure what’s causing this issue. However, I only started having this problem after I began using Poiyomi. I suspect that Poiyomi might still be accounting for the PC textures along with the Quest textures when I try making the Quest upload. But even when I delete the PC textures, the file size doesn’t decrease significantly.
I’ve taken the model into Blender and attempted to atlas textures, merge meshes, and other optimizations. It’s not perfect, but I wanted to see if these changes would reduce the Quest file size. Unfortunately, they didn’t. I even removed everything added to the model, only to find no noticeable difference in size.
I’ve updated Creator Companion, and Poiyomi doesn’t seem to need an update. I’ve also come across Reddit posts recommending a tool that identifies which assets are taking up the most space. When I used this tool, it pointed to VRCFury’s temp files. However, I can’t delete these files; every time I try, they just reappear.
I’m at a loss and unsure of what to do next. I’ve successfully edited five other avatars without encountering this issue, but the 6th and 7th avatars were made using Poiyomi, which initially made me think it was the problem. However, now that VRCFury seems to be involved, I’m not so sure.
Does anyone have any advice or suggestions on how to resolve this?
TL;DR: My Quest avatar file size increased from 27 MB to 36.85 MB despite optimizations. I suspect Poiyomi or VRCFury temp files are the issue, but nothing I try like deleting textures, merging meshes, or removing assets reduces the size significantly. Looking for help or suggestions
Well first of all, you can't even upload with poiyomi in the mix and poiyomi isn't doing anything unless it is being used on a material on the avatar you are trying to upload.
Check the VRCFury prefabs you have on it and check if you have any animations left over from the PC version that do texture or material swapping, since anything included in a animation in an animator has to be included with the asset bundle too.
switch to pc build, upload offline avatar to get updated build size / uncompressed & compressed (read editor.log or use build size script) optimize
Is your character have multiple type of clothing materials or textures that you can use? It can take up a lot of space if the texture has a lot of clothing parts on it, but you only using a few things on that texture map
for some reason my builder looks like this
it said nu uh
Unity console probably yelling that you are missing on Animator on the avatar.
Either you have the VRC Descriptor on the wrong object, or you didn't set avatar to Humanoid rig before adding to scene
Thank you for the response. I know Poiyomi can’t be used for Quest, so I’ve already changed all the materials to VRChat/Mobile/Toon Lit. All the animations were also updated and no longer reference PC textures or materials, but I’ll double check the VRCFury prefabs just in case something was missed.
I am not having problems with textures, I am having a problem with the file size not going down upon almost removing everything from the avatar
Thanks for asking, but I had a hard time understanding what you were trying to get at, I apologize
Making an avatar for a friend and when I went to upload it I got blocked by this "lovely" warning
A warning that I cannot (Auto-Fix) it seems as the button has gone POOF
Anyone got any idea on how to fix this issue??
go right|| (the other left) ||abit (auto fix)
.... Huh?
theres no auto fix- at all....
your build window is too small to see it
this setting on texture wich auto fix just ticks for you
i noticed that the lighting for the hair and the rest of the avatar aren't synced. the hair just doesnt change... im not sure how to fix this ? is it something in the overrides ?
are they different materials?
if they're different objects, it could be the lighting override, I forget the name of that
anchor override. Usually set that to the chest bone for consistency
even on the chest, its still the same
same or different material?
are you asking if the hair is a different mat than the clothes or skin ? yea
yeah so you'd have to animate those separately, if that's what you're trying to do there
I need some help with gesture toggles. Been trying to make an animation play when making a fist (example being a gun shooting) but it never works, for some odd reason
On top of that, gogo loco breaks toggles for weapons and such, cause of the Write Defaults "auto-fix"
Here are some pics and videos showing what is going on (for the gesture toggles)
From left, top right, bottom right, in order
And for some reason it breaks to the point that just equipping the shotgun makes it automatically fire, and I can't fire it at all after unless I turn it off and on, which it then fires when turned on (as seen in the video). The other guns don't fire at all, despite having the transitions and parameters set up (I assume correctly)
This thing has been bugging me for All my avatars that have gesture animations / toggles as none of them work properly except for one (which has the SAME layer setup as these shown in the video)
It is also a brand new project, if that matters.
Do you use Write Defaults on or off?
All On
I never really learned how they work, and I don't understand even from videos explaining them
ok good, then if you use the WD On version of Gogo Loco it shouldn't cause any problems.
Alright
well I did but it still breaks it
It's alr tho, this doesn't need Gogo, it really just needs the weapons to work
well you'll have to figure out why it's breaking then. Specifically what is happening, when?
I explained in my messages 😅
alright then.
I can explain again if you really want me to
for VRCfury where how do I set the view position? As with setting it with view position normally in Unity doesn't show where it is is so I can adjust it.
Turn on gizmos - little globe icon in the upper-right of the Scene view
Im not fully sure if i would come here for help with the blender side of avi creation but my head is not moving with the head bone when i go into pose mode- It was before and i added some stickers to my face and now the head only moves with the neck bone
(the image is a little messy but i have the head bone posed so u can kinda see what i mean)
there's #3d-modeling too. But if your head isn't moving with a bone it's a weight paint issue - possibly the vertex group tying it to the bone got renamed or deleted?
anyone know how to keep an avaters eyes open when not making any gestures? Avatar i bought has its eyes closed unless i put my hand on both thumbsticks of my controllers. Its incredibly annoying (i cannot contact the creator they have no listed way to contact them)
ah nice, glad that was easy
Are the eyes closed in the editor? If not, probably there's an animation causing that and you'd have to find it
they are not in the editor. trying to find the animation but this stuffs so unorganized
trying to edit someone elses mess is annoying
yep. I'd start by turning the layer weight to 0 for all layers in the FX animator except one, and check it. Repeat until you find which layer causes it
Anyone have an idea what's wrong with the boobs? They go crazy
got constraints and physbones on the same bone?
Could show your physbone settings too
expand colliders, for me it looks like they colliding with eachother
that radius also mean its scale is wacky 0.000x usually are
momentum of 1 seems a lot
momentum of 1?
yeah, it's in your settings
here's from an avatar I worked on, I tend to go more for "realistic" than most such things seem to be on vrchat.
also you seem to have the colliders list empty, can just set that to 0 if you aren't using them.
oh right fair enough
should i copy yours or? cuz i dont wanna mess up the avatar
You should do whatever you like here, everyone's got their own preferences.
I need help uploading a avatar, if anyone knows how to do it plz don't hesitate to dm or reply to me
I just need someone to upload a avatar that I just got for free off of gumroad
ah, that's a bad idea, giving out your account credentials, and linking you to someone else. Best to just learn and do it yourself.
you shouldnt let people in your account mate
I have a authentication app enabled, and I change my password and everything as soon as they're done
once theyre in your account they can do whatever fyi
and you wont see it until its too late
Yeah I know, I just need help uploading it. I'm willing to take a risk...
It's a Christmas themed avi
And the reason why I'm having someone else upload is because i do not have a PC at the moment so I can't use unity or blender or anything like that
ohhh yea that makes sense
have u tried finding the avatar in prismic? or yaas?
maybe someone already uploaded it
No but I know it's probably not gonna be in there just based off of the look of the avi
anyone got any good zinpia fit phys settings? boobs and butt-
id check if i was you first, letting someone upload it for u is risky
As I said, I'm willing to take a risk, I've done it before and I will do it again, I just need to find someone that's willing to do it
Is there a way to make bone colliders work when using an animation to keep from clipping?
depending on the avatar/creator you may need to purchase it for your uploader aswell
most dont allow file sharing of any kind nor is it supported/allowed here
are you trying to animate the skirt on your character with phys bone components?
right so im tryna make a a 360 sprite havaar but I wan the head sprite to rotate and move, does anyone know how i can make it rotateable?
I've tried contacting him but his dms are not open and idk what to do tbh, I just want this uploaded to my account so I can attend a Christmas event with it, I literally don't even care about the risk anymore I just want it uploaded...
did you even check if anyone else already uploaded it?
its apparently free on gumroad as you said
To be honest I am trying to add colisions to the arms so they cause my chest to deform in the animations instead of clipping
sharing files that arent allowed to be shared can/will get it removed from the uploaders account via a DMCA claim if the model's creator finds out and wants to take action
check if they've got a TOU/TOS for their content or if theres anything about it in the description of the purchase page
you could probably try linking the gumroad
that could be another option though still risky for whoever you get to upload it for you, im guessing that this christmas event is around/near christmas so if you've got a few days then you should wait for the creator to contact you back about it
The event is tomorrow actually
I just checked and it's not on any search worlds or anything
you havent linked the gumroad yet
You want me to send a link?
ah, I think you can do that, you just need to adjust the collision's radius on the phys bone, and assign the phys bone collider to the collider's list
well if its apparently free as you said then just link the gumroad
Been doing that, but when I do an animation the clipping happens
Here take this
This is the link to the avatar I bought
thats not free
It is if you use a code
theres quite a few e-boy models like that one out there so imagine theres one out of those many that permit uploads/publics of some kind
I need a Christmas boy or girl avi
I want it to be decent quality and possibly have toggles
there should be filter tags for Christmas avatars on https://jinxxy.com/
aside from the avatar's tos
I wouldnt even upload it as a public model anyways cause that sure as hell isnt sfw
there is also plenty of eboy and egirl avatars already uploaded to the game
i finally found the gesture thats causing this. but im unable to edit the animation. what do i do?
drag the animator in question into the avatar's animator slot, click on the avatar, select the animation from the dropdown in the "Animation" view and edit it.
Don't forget to select a different animation when done to reset the avatar's pose.
alternatively, you could replace the animation, or just mute the transition in the animation layer to disable it
Is your arm colliders not affecting your chest at all? can you take a screenshot on your phys bone settings and your character colliders (with the gizmos enabled)?
sadly doesnt let me edit it. its set to read only. even duplicating the animation doeant allow me to edit it
huh, I have never seen a read-only animation file
I'll check
The colliders work with my arms, but when I try and do an animation they do not do anything
Gizmos are enabled
yeah, that's weird, I have almost the same setup, but it work just fine for me, maybe you can try to enable the Is Animated checkbox in the phys bone settings, but I don't think it would help that much
I'll keep tinkering
definitely if you animate those physbones in any way, make sure that "is animated" checkbox is checked
I am using the the Gesture Manager to test everything
hi, how do you guys usually fix your generated impostor being stuck in a t-pose?
Heya, i need some quick help. I'm trying to upload my avatar but cant find out how.
have you watched a basic tutorial such as this one? https://www.youtube.com/watch?v=bSwMz4WcajQ
Yeah so, the issue here is. I made my avatar using VROid studio
I dont have all these fancy files those tutorials have from getting bought skins et.c
All I got is a .vroid file rn
Just tried it in game, seeing the colisions working, turns out I am the dumb for trusting an addon
Going to have to convert it to FBX
Oh.. uh how do i do that?
you can convert a vroid/vrm in blender, about 6 clicks
breh, even if i get rid of the gesture the eyes still close 😭
I exported it.
am i able to make my character compatible with the Quest too?
I got access to PCVR too, but gotta get that link cable first to get that better connection.
certainly
How do I do that? 😄
Cause I succesfully uploaded my first avatar.
there are lots of tutorials for this
im having an issue for some reason it lets me animate some contraints but others dont move at all just completely stiff
how do i use the gesture manager clickable contancts? its on but i cant click or interact with anything on my avatar
I still need help, if anyone is available to
are you in the game tab?
yes
what causes clothes to look very reflective/wet in lighting? what setting do i need to change on the material
depends on the shader, but often roughness/smoothness or metallic.
body keeps breaking when putting in unity so im pretty sure its a weight paint problem, can someone point me in the direction of how to properly do this lol
the leg bones should not be facing up like that
theyre
theyre not even connected...
i can see the upper leg's joint floating BEHIND the lower legs joint,,,
it did that automatically when i was making the bones ¯_(ツ)_/¯
i mean technically they dont need to be connected to still work, but the orientation of that bone is insane...
did you generate the bones or did you actually make them because those leg bones are a mess
i made them
Check out the diagram pinned in #avatar-rigging for help on what that armature should look like
ty!
How do I fix my legs looking like sticks in vrchat but not unity, the blendshape in unity is fine but anytime I go in game for some reason it fucks with it unless I turn on my base avis stockings toggle but then the feet sticks out of my shoe when in unity i turned the feet blendshape all the way down
how to make it so that a phys.bone can be grabbed, but it has no physics at all?
check or redo the animations, they may conflict with each other
default animation is: stockings off = blendshape stick legs off
stockings on = blendshape stick legs on
just set all the forces to 0
possibly an angle limiter at 0
I did it, but the physics are still there, hmm...
worked for me last time I tried it
how do u make particles not move but render
How do i rotate particles this one wont rotate
Question
Is the "Freeze to World" option option on the parent constraint bugged?
im trying to freeze an object to the world but whenever i do it it just snaps to the floor, it does stay stay in the world when i move but is stuck in the ground until i turn the option off
item isnt showing up in blender, and the camera is x'd anyone know how to reenable it
who are u asking
Can anyone help me figure out why my avatars facial gestures are doing this? It's like the previous facial gesture is not being deactived before the next one plays.
Anyone
Using Write Defaults off without the proper setup
I'd highly recommend just using WD on
If you want to keep WD off, then make an animation that sets all blendshapes back to their default value, and put that animation in the AllParts layer
You do this by making a new animation, hitting the Add button or + button in the animation tab, finding the body or head (depending on what your avi has), and adding all the blendshapes to the list, except for the ones that start with "vrc."
I have a 8 directional sprite syem prefab and I wanna make it turnable but its not working, think anyone can help with this?
alright guys 😭
ive tried to export this 10 times and ive decided its time to ask for help. does anyone know why my blender model that seems to be facing the correct direction + the right way, turn out face up in unity?
@simple ocean when everything is selected, ctrl+a - apply all in blender
:/ ive tried doing that, i set it to 'all transforms' and then i click to the side to confirm
i also was having troubles with normals so i recalculated everything and made sure everything was facing outwards
i can't figure out the root of my issues because my mesh has gone completely distorted now so i think ill just restart from scratch t_t
click through your armatures/meshes etc so everything is 0 0 0 0 0 0 0 0 0...
ill give it another shot
yeah that's already set to 0
Would a project from an older version of unity give the creator companion trouble?
How old?
2018
Make a backup and give it a try
Can't confirm that it will be fine or not with that version :P
well, im a total novice and i cant even get the creator companion to see it in the first place
So.. there is a button to create new projects in the Creator Companion, right?
There is a little down arrow next to it that you can press, which reveals the add project option
You can use that to go into the project's folder, and select it
If it thinks the project is valid, it will add it to the list
ive done it up to the point where you select the project, i go to the location of it and the window that the CC opens does not show the files in that location
Yeah, it only shows folders
Since it is a folder picker
ah, okay