#avatar-help
1 messages · Page 34 of 1
why am i not seeing my avatar projects in creator compaion?
shouldve probably tried uploading avatars before commissioning one
i uploaded an avatar yesterday and clicked save and shes not in creator companion
add existing project
ohh
Could someone please help me step by step?
aww... my plan was for a super mario 64 like style, but i may model the eyes instead of flat planes with textures slapped on it :[
you just need 2 flat planes thats it
your eyes are squares, so just taking 2 flat planes and putting the eye textures on top would be the exact same thing as you're doing, but they'd be quest compatible too
Thanks
Like This?
got it!
that seems simple!
yup! just make sure that the planes are the size of the eyes you want, and remove the black areas where you originally wanted transparency
how smart do i have to be to make like avatar effects, for instance, change the skybox with some animation like warping
Like This?
(First Attempt At Modeling)
Hey are there still people here?
basically? just move them wherever you want it to be and ur good
thanks for the help!
Hey is it impossible to download creator companion on Mac?
the guide is on the vcc docs just search #mac-and-linux-support
How do I make a piece of clothing show up as a toggle on the radial menu?
damm that model i made is trash
imma remake it soon
make an animation that toggles in on and or off
stick it in the fx layer and create a parameter to transition it
put that parameter in the parameter list and stick it in the menu
If you want a GUI interface (Like VCC) and not have to use a Terminal, there's a project (vrc-get) that has an app (alcom) that's open sourced and cross-platform https://vrc-get.anatawa12.com/en/alcom/
there're a few step by step videos on youtube that teach this
a great VRCFury method tutorial is #Add Clothing in MINUTES with VRCFury! - VRChat Unity
the yt channel is PxINKY
oh ok thank you i will try that
remaking the model
Will that stop her from flying tho? I already removed the marker, I just want her to stop flying when I jump
I need some avatar help, bad
My toggles are only appearing for me and nobody else
So I need help so I have 1 blendshape for mouth movement, it seems to work in unity but when I go to vrchat the mouth won't move, bear with me It's been a while since I made avatars
cannot use -none- / empty , it breaks visemes
If I use all of the same one it still doesn't work
all slots must be filled, if its a 2d viseme you can also just use Voice instead and loop animation
It's just a 2d viseme, thing is idk how to do that, do I just put it in as jawflap blendshape for it?
set it to nothing and detect Voice in a layer in fx controller, then loop mouth until its silent
sobs i still love that ellen joe except for the mouth jumpscare
lower poly ellen joe my beloved
Can someone help me find a tutorial on how to make it so I or another player can pull and tug at clothing and have it stretch and deform? I think I can do it with blendshapes but I cant seem to find a tutorial for it
This is happening to me too
Even on old avatars
So VRChat broke something with one of the updates
have a few avs that use it, not seeing them breaking
Whenever u enable "Freeze To World" it comes back to the origin position
I got multiple people with the same problem on one of my avis, when before It was working perfectly
no idea what that means, it stays where im standing, toggle it off it goes back to 0.0.0 on avatar
about 20 seconds ago
Any Improvements I Should Add?
You're not going to see the difference
When "Rebake Offsets When Unfrozen" is turned on < i dont use that
Yes, me either
i can start multiple clients and still wont see any difference
Does anyone know how I can make my avatar spin the drumstick when I use the peace sign gesture? I've tried to use the whole fx menu thing, and its just extremely confusing to me
Thankssss
Your case is not the same, please chill a bit
U need to have multiple targets on your constraint
The moment u enable "Freeze To World" It comes back to the first
If u have only one target
You're not going to see the problem
Everything works but the Freeze To World
Looking to have a grab at the straps of a tanktop or pants waistband
hello how can i color the nails of an avatar i have please?
Should be an option in the texture files
I have a vrc chair problem. I made a chair component on a model but when sitting in it the avatar just stays up. If i include an animation controller with a single sitting animation in it, the pose doesn't get fully applied. like a crossed leg pose with a 90 degree bend at the knee will barely bend the legs. I'm missing a step but i don't know what . anyone here can help ?
this u mean?
Yea
how can i apply it
Do you want it to overwrite the current color or do you want them to toggle?
just to have it by default
overwrite
Open the file in any drawing program, color in the nails and save the file, let unity update the scene and it should be done
Try check your internet connection stability.
Also you need to install 2022.3.22f1. NOT 6000.x.y, and you don’t have to add Windows Build Support, Windows Dedicated Server Build Support, and Universal Windows Platform Build Support.
I did try that 1
Then I want to see unity hub logs.
I have a strange issue im not sure where to even start troubleshooting this. I have made sure all transforms are applied in blender. imported and mapped all bones correctly.
When i load my avatar, she stands straight. When I enter play mode and activate gesture manager, she has a slight crookedness to her hips.
I noticed some clothes also dont quite fit like they used to, but one i re-export in blender, they fit, but now they are slightly crooked too.
(notice the zipper line on the shorts to get a better understanding of what i mean... )
Has anyone seen this behavior before?
(before and after shots of non play-mode and playmode with gesture manager active)
did you check her rig in unity itself?
Rig as in mapping? not sure what im checking for? It looks straight in blender and upon import. (looking into "roll" right now)
anyone can help with this
that pose in playmode is likely just the default idle pose
i wish that were so, but this problem started recently. I noticed when her hips were clipping through her clothes. Thats when i learned something changed but I cant pinpoint what... I even cleared all rotations, scales, and location in blender to make sure pose was clean on export
When the clothes were clipping, i exported the clothes and it fixed, but then its tilted.
Can someone please help me upload my avatar I’m new to all this
I think i'll have to revisit this problem... I just ran into an export/import issue now. >_< might have to start over anyway. Thanks though.
I'm not sure how any of what you said negates what I said the issue is. if it's not tiled outside of playmode, then the pose in playmode is being set by the animators in the avatar's descriptor (or the default ones, if none are set.) if you're saying the issue is that the hips tilt differently in playmode than it did before, then it might have something to do with the muscle settings and the ranges that were set in the humanoid congifuration menu.
Thanks. That at least gives me a clue :) I'll try looking in there. (once i figure out how to get her to the correct size again)
feel free to ask specific questions. If you're looking for a walkthrough, there are lots of tutorials on this
I'm looking for a good tutorial that is very in depth or something like it. I really want to get into making my own avatars and worlds but don't know where to start really
I have the applications and everything needed I just don't know how to start the actual avatar
Dm me please if you can help
good place to start: https://www.youtube.com/watch?v=bSwMz4WcajQ&list=PLt8qiEFqNHFkPqpKLnVRx-G78mGvjPbFt
@somber sequoia thank you, I'll check it out when I get home. The detail on some of these avatars is mind blowing and I want to be a part of making it.
hell yeah!

Gonna reword my question, How I I activate a blendshape using gesture controls? (Like moving goggles down with your hands in vrc)
could be via physbone grab + angle; could just be a contact receiver + gesture, possibly with a second receiver to catch the movement
(see also #avatar-dynamics )
if you want to use a gesture + a specific location that would be achieved with contact receivers. Set up your toggle to require 2 conditions: one for your gesture, and one for the contact parameter. Both have to be true in order for it to enable.
for goggles you might have an invisible physbone you grab then pull, you can use the stretch parameter
Hey so I made a whole new account so I can’t upload this avatar. Would anyone be willing to upload it if I make them a custom avatar too?
yeah i'd probably use a physbone for that specific scenario, but it ultimately depends on your needs for the situation, how you'd prefer it to behave and your performance goals/restrictions
yep, exactly
Anyone have a tutorial I can follow for that?
probably not for your very specific situation, but there are lots for all of the things we've mentioned here
this isn't an exact tutorial but this should give you an idea for the physbone setup
you'll probably want to make something similar to this, but instead of the glasses being at the end, you'll want another empty gameobject
As long as I can figure out the physbones do do one action I can use that to do more
make these two gameobjects be at the ends you want the goggles to be (first is the default/rest position, 2nd is the end position)
actually
you'll want it to be facing towards that position but a fraction of the distance
whatever that fraction is take the inverse and use it as the max stretch
so the Y axis of the first gameobject should point towards the end position
then the position of the gameobject, say it's 1/10 of the distance between the start and end position. Then set the max stretch to 10
this will make is so when it's stretched 10x it's original distance, it'll be at the end position
1/10 * 10 = 1
then set the limit type to angle and 0 degrees, this way it stays along the path as you stretch it
If someone type all this out into a single post and DM it to me that would be helpful
then you can add a name to the parameter section and use the stretch parameter for your animation
I have also seen people do something similar with clothes, like a collar that can be tugged, Also interested in learning how that works
Like a zipper
One thing I want to make is a grab on my top where I can pull it down slightly at the collar
I think that one involves blendshapes
I need some help. I was in prismics avatar search and I clicked random and it gave me an avatar so big its lagging and I can't open my menu to change it. What do I do???
you can have a pull on a physbone activate a blendshape - the more you pull, the more the blendshape is activated
you can reset via the website
(this is avatar development, general or user-support is probably better)
What if idk my password
What settings in unity should I do for that?
not sure how you use vrchat then?
My brother made this account 4 years ago
again, this is a really specific to your situation type of question, I'm not sure what to tell you
basically the physbone pull parameter is a float, use its value to drive an animation via the position argument, or perhaps use it in a blendtree
Hey
So I just tried to play, and my controllers aren’t even working. They work fine for home screen. I tried to switch to my hands but not even my hands popped up. I’m using a oculus
also not avatar development?
Check their batteries and then go ceck out Oculous support
https://www.reddit.com/r/VRchat/comments/zf6mmb/here_is_a_short_tutorial_on_how_to_pull_clothing/ This might help me out, thanks for the aid
Ah, from Liindy, that'll be decent then
how does one create a "glass" effect for the eye lenses? behind that white is an iris... I can set it to transparent but then i dont see the glassy effect its just invisible.
ah~ got it. I had to set it to standard... -shrugs-
anyone know why the SDK will claim random outright incorrect information like "avatar was not imported as humanoid" or "avatar doesn't have feet/head defined" despite the fact the avatar IS set to humanoid and the feet and head ARE defined?
idk sometimes it does that (the head and hands thing), usually just restarting unity fixes it. If it says it's not imported as humanoid then it means that it's not properly imported as humanoid. Even if the rig type is still correct, there are errors with it (or for some reason the sdk thinks the head and feet aren't mapped) and so it's not recognized as humanoid
I figured it out. it's really stupid. if you change the Armature name in Unity, it instantly breaks.
Yep, that makes a lot of sense
Does anyone know how to turn the hold button into a press button like GoGoLoco does with the pose reset and head lock?
hold button?
Set the menu item to button instead of toggle
any idea what cause bones from fbx to import like this in blender
I did encounter this in the past with a different model, i find it weird to see this again
how to add skins in vrchat ?????
So i was adding shorts to a avi and i set up the toghle perfectly but it just doesn't work.
Iv tried deleting all the parts (parameters, anims, layers, menu items) and remaking them. Fail.
Ive tried seeing if my unity was corrupting files as i made them. Fail.
Iwent through every possible method that made sence outside of just transfering the avi to a new unity project
Fail. Fail. Fail.
Have any of yall had a toggle animation just not work even when you know you did each part correctly? And if so what did you do to fix it
It still that you did something incorrectly. You'd have to see avatar debug menu to get more insight of how your avatar is reacting to the toggle.
When I upload my avatar to PC all the physbones are fine but when I do android non of them are working. Is It just a unity bug? That's what I'm thinking atleast
if you have too many physbones on android, they all get removed (this is intentional behavior -> https://creators.vrchat.com/avatars/avatar-performance-ranking-system/)
Im stuck, it maybe a unity thing but I’ve just moved all my avatar projects from OneDrive to my hard drive as it bugged out.
Now it won’t allow me to move any of my files to any files in the unity project.
I’ve searched everywhere and it’s getting really annoying,
I’ve made new projects to try fix it, I’ve reimported everything, I’m stuck.
trying to upload an avatar from gum road to vrchat and Ive hit a brick wall on how to solve my problem I'm getting error messages which ill send and please reach out on how I can get past this dm me or @ me I just need to wrap my head around this it has always happened the past 4 times I've tried different unity versions and such but when I go to build and publish I get the same problem errors as shown, any help is greatly appreciated!
the avatar is wicked wolf
i checked that. i got no info from it. its like unity refuses to acknowledge that i animated the shorts
Need help the scrips and everything got naked 😭
@pallid dove Right click "Inspector", then select Normal
Hello, someone please help me. I want to change the speed of my avatar's emote using keyframes, but I don't know. If anyone knows, please let me know.
Anyone on who has used VRC fury to add toggles? I want to change the icon to the folder but not the toggles
Figured it out
My avatar still flies when I jump and there's no colliders on the feet or anything, advice?
but that only applies the effect while it's held down and doesn't stay active
So when getting an model you always get a quest avatar and pc one
but how do i make it so i can use the pc version for pc users and quest version for quest users?
Select the PC version in the builder panel and upload the avatar. Then make sure you have the android build target installed. Switch to android via the builder panel. Go to the "content" tab of the Control panel and select "copy ID" on the avatar you just uploaded. Select the Quest avatar and scroll down to the blueprint ID section. Paste in the ID and click "attach". Now go back to the builder tab of the control panel and select the quest version of the avatar. Upload the avatar and now the same avatar should have the PC and Quest versions on each respective platform (under the same ID/avatar)
So i got this. If i click auto fix would that not fully make my avatar look like a quest avatar?
It looks like you do not have the quest version selected since it's using PC only shaders
My bad i thought pc version was the first thing to do
i read it wrong
Got it fixed thank you
I cant seem to figure out how to fix this
Does anyone know why the animations aren't working?
The layers weight is set to 1, the paramater is an int. I did the same thing that the facial expressions were made but it doesn't seem to work.
you trying to do humanoid animations in fx controller?
How to make particles visible to everyone? If I set the simulation space to world it does work but particles wont follow my rotation or movement.
simulation space isn't about visibility, you want that local if they're to follow your rotation
So what I need to set on to make it visible to everyone?
it should be by default, possibly your issue might be with the animator logic, synced parameters, that sort of thing
it's whatever parameter you use to drive the particle system, make sure it's synced
Ive copied the shader settings from the shirt to the socks so everything should be the same accept in game the socks are being lit of differently to the rest of the avatar only in some areas of the world and I cant find a fix. liltoon shaders are what im using.
are they a separate object? There's a "anchor override" in the skinned mesh renderer - set that to the same thing for every mesh object. the chest bone is a good choice
Yeah theyre seperate
yep, probably this then
wdym?
do you have an animation enable the particle system when a parameter changes?
I really want to make sure that I don’t offend, upset, or wrong anyone, so I’m going to ask here to make sure. I’m looking for a free-to-use Protogen avatar that I can modify to make to look like my PFP. I think the BZProtoKit found online fits the bill, but I wanted to make sure. Also, if anyone knew any good Protogen avatars to modify, I’d like to give it a go. I’m rather new to this, so I appreciate your patience.
Probably try #1138520828556890214
Would this request be appropriate there? They want a picture with the post and I don’t have a picture
oh I didn't think a picture was required, but I haven't really used it
Well, I guess I could just use my PfP.
oh! there's an idea
I have a question, this avatar came with a blink animation layer. Id like to add a toggle to disable it since it adds up with other eyes blendshapes.
Whats the correct way on doing it? I havent touched much the parameters or menus yet so im not sure what im doing
Thanks for the help!
click on that multi-arrow line, see what parameters are in use, toggle one of those.
Tysm! it worked
Oh good, I was hoping it was that easy 🙂
Forgot to mention, that id like to add that toggle to the radial menu if its possible
see the "transitions" list there? Click through those, see what else is in use
InStation is set by VRChat, you can't change that one
interesting though that this is setup to disable blinking while in a station, wonder why they did that
the other are Condition > GestureLeft - Not Equal
Condition > GestureRight - Not Equal
ok well you can add a new parameter and a new transition
It would probably be alot easier to just use vrcfury for this stuff now adays ^^
this is a pretty simple thing though
I did manage to do it with vrcfury, but i wanted to do it without it
or try at least
Alright so Kazin, please explain to my dump self how to proceed xD
Made a blink parameter and added it to the menu (i think)
About the transition, how it should be? from the enable to disable and the settings?
here I'm going to suggest basic tutorials on using the animator
Hmm hmm ill go check that out
you'd add the same parameter to the animator, and make whatever transition you want, using the new parameter
I dont, Im using VRCFury
Im using a toggle
Is there an easy way to make a toggle locked behind like a code or do i have to make all of the folders manually
ah no idea how fury works in this case
"folders"?
welp ;D
You can go to the VRCFury discord and ask there, Mystic
They told me to find a person here that knows about Particles
Since they dont know what is the problem
as in like a code and you click a number then theres mor toggles, if you click the right toggles you get to the thing behind the code. like a safe pin code or somthing idk how to explain it
😭
oh a submenu, got it. Not sure if there's a prefab for it
well you could show your particle system
it's definitely not the local vs. world space thing though
Ohhh I did see that but that makes sense thank you!
oh interesting, had no idea they've tried that too
np
Its not space
Its uh
Simulation
Right, that doesn't affect visibility
Then what does ;D
afaik nothing on particles
afaik?
"as far as I know"
oh
hello I just started uploading avatars (atleast attempting) to try and publish a Rindo (privately) but I get an error uploading it. Even if I don't add anything and just upload the base model it shows me this in my console.
can anyone with braincells be as kind as to try and explain this in gamer terms? 🙂
How do I set the default start stage for toggles and sliders? Working on a model for a friend and they want to start the model with their prefered settings
You're missing scripts. Find them and delete them or import the proper packages before the avatar first
You could be missing vrc fury, or poiyomi, or gogoloco (these are the common missing packages)
avatar parameters list, default column
Check the note that comes with the avatar. It'll probably tell you what to import
I figured it out
Could anyone tell me how to fix the blush ?
im pretty sure its no supposed to look like this xd
Quest or PC?
pc
Guessing based on how these often work - either the material is not set to a semi-transparent mode, or maybe that blush image itself doesn't have "alpha as transparency" set
I cant really find it in the materials xd , thanks tho
Yeah probably it relies on the material being in cutout or transparent mode, of course no idea which material that is or how it works. Maybe it's a decal?
I followed the instalation instructions for rindo and added the nessecary shaders I don't use goco loco either. But I still have the same problem😅
Did you use latest version of Rindo package?
That too ^^. I'm thinking of trying an other avatar base and see if it gives the same errror
Those script are dynamic bone which only exist in outdated package.
oh mb
I have an avatar im trying to add hue shit to how would i add mutiple hue shift to one material? If i can
How this works depends on which shader you use. Somewhere in your shader might be a hue shift, you'd animate that changing
i put everything of the hair's armature in the right spots but the hair isnt moving with the head at least most of it, the bangs and lower sides are moving too
how can i fix this?
her hairlines receding :(
i'd check if the bones are correctly parented
like click on the parts and see if theres any constraints-
what exactly do you mean?
can you check the hair root?
i dont find it, could i stream it to you?
can someone help on how to convert unity files to vrca ?
im trying to upload avatars for vrchat but all of these tuts are not helping
it should be the first bone in the hair's hierarchy
thats how the prefab looks
w,,,
ok so like
what the fuck
can you take a picture of Hair_Back's components pls
I said components
they'd be in the Inspector.
that's just the mesh you're showing me
and I said Hair_Back, not Back_Hair
physbones are one type of component
this right?
yea those are components
ok can you do the same for Hair_Base (Below the one you're on now) and also send me the components for Back_Hair_root and Hair_Bangs_F?
I want to compare four pieces of them to see if theres an issue with a root bone or transforms
i will note that USUALLY hair likes to be children with a root, so the fact they made them all separate hierarchy bones scares me
bc what is normally done
is the hair bones are all children of a Root
and the root has the physbone component on it that would then animate all the hair pieces
making each individual chunk have its own physbone lends to it being waaaay easier to break :(
is there a way to fix this?
it would take a lot of time to do it, BUT maybe you can try to put all the hair under one parent folder in the head's hierarchy, turn the physbones off on the hair chunks (the check mark at the top) and put a physbone on the root and see if it works?
if it doesn't, it'll be super fun to try and fix all of it /sarcasm 😭
bc the point would be that the bones in the chunks would now be all children to one point, and if you put a physbone on that point, it would thus animate the children
it would be really nice if this worked and it was simply a wrong physbone somewhere
ok
Hey, does anyone know anybody I could hire to optimize my avatar?
go to #1204490664637890580 and go to VRCTraders
Thanks
what does it mean when it says switching to android:android player is disabeld
download android support | check build setting > android tab should have a link to download
@gloomy flint i found a guide video in thai and the solution was so simple, i didnt know that modular avatar could do that
oooh it was a modular thing ok fair i ,, never messed with those lmao
i just put the head root from the base avatar in it and now it works fine
thats good!
still thanks for the help
np!
Anybody that can help me with substance painter? I wan't to have symmetry consistently, is there some option for it when I'm drawing on the uv map?
Draw on the 3d view (at the top should be a symmetry symbol)
Is there a way to make a toggle that makes your avatar's eyes look at the camera when taking pictures?
(whenever I take pictures with the countdown, my avatar looks away the second the picture is taken)
i'm p sure there are Avatar Look prefabs that give you an orb you can use to look at specific things
Just curious and yall are really smort… would any of you guys make this? Money would be involved especially if it’s well crafted… I can’t find anything similar to it on the game I play on quest too so that takes a lot of my options away… let me know!
Commissions aren't allowed here. You'll only get scammers.
Go to #1204490664637890580, join VRCTraders, and commission there
Aight thanks
np
not sure if this is a glitch but it tells me that there are 36 phybones but on build there is nothing that says anything about physbones
im uploading it for quest
okay i see it cuz some how i was able to upload it on quest even though it gave me the warning
which is strange
its more of a soft limit than a hard limit
If it was actually able to upload somehow, it will strip all of the physbones so actually it has none
oh okay
had a question how do i get it so when i do a toggle it turns on but when i do a gesture to change it from charge to shoot it turns off the charge
Alright, I got a jiggle physics question.
I added physbones to my avatars bust, but for some reason when uploaded to vrchat, the bust is greately affected by my left hand. Moving my hand, even no where near the breasts causes extreme deformation... there's no colliders or anything on my hand so I'm not sure why this is happening... much confusion....
Any help would be appreciated.
your hand has a collider by default
It only impact is only on one hand though rather than the other, there a way to fix this?
without knowing what's actually going on......
maybe show your physbone gizmos in the editor
no, the scene view with the gizmos active
but collision radius of .04 isn't very large, so I don't see why it'd do what you say it's doing
it'd help to zoom out to see what also might be weirdly large
can't actually see the collision radius from that image
Will do, one second, gotta disable the veiw on the cameras since they are populating.
I bet what's going on here is incorrect scaling settings in the blender export and your physbones are scaled up 100x
opph
ah, do you see it?
so I need to go back into blender then?
no - I mean, I would go back in and export that with Apply Scaling set to FBX All. But if you don't, you'll have to scale things sensibly. Can't tell you if this is the actual thing you should do without seeing the pic, but it's my guess.
haha, so...... see those white lines? I bet that's your collision radius
zoom out more
yup! that's it
okay so back into blender I suppose
that's why your hand affects it anywhere
you could scale those down, set that to like .0004 instead of .04
let me try that
it'll work
Okay, so far looks much better. Collider isn't devouring my screen anymore.
progress!
why is my imposter T-posing?
i need help, it still says it's still to large, i have delleted all the hidden clothes
it says "the most recent build" - did you do a new build?
I have a bool toggle that will turn on, but won't turn back off
all my other toggles work fine, idk why it's having issues 😭
Straight up, you might have just exported the fbx at the wrong scale.
Check if the animator is set up to turn it back off or if you forgot to make the transition back between them. If not uhm. Redo it and see if its still broken…. If its still broken then im lost
yeaah it's still broke
nvm, changing it to an int fixed it
It might be VRChat side issue. You can report the avatar which has a problem from here -> https://feedback.vrchat.com/impostors/p/impostors-sometimes-t-posing-randomly
Unity is giving me this error when I attempt to hit apply in the rig tab as I'm importing my model, I've been having a really tough time identifying what to even call this and it doesnt seem like there's a lot of forum posts about it
those are warnings and they're pretty typical.
the first one just means you have some vertices without weight paint, they'll be assigned automatically. That might not be what you want.
The other stuff is because you have picked "generate" for blendshape normals in the first tab of the inspector for the model file. This may not be ideal, usually you should check "legacy blendshape normals"
or... it works fine and you can ignore them.
thank you, I'm gonna take another look with that in mind
alright my fellows, anyways i need some info on something, should all of my animator layers be empty on unity? i'm so confused, im trying to add like toggles and shit (premade)
why cant i see anything on here though, i kind of need stuff to be on here, like the gestures, hand stuff allat
you probably don't have an animator selected
ermm
ah, "new animation controller" is one, but by the name I'm guessing it's got nothing in it
what should it do tho
in game i can do thumbsup and all that stuff
but why is it blank on here?
yeah vrchat puts some base ones in if you have "default" selected for those, like you do
you gotta put stuff in it if you want to make it do stuff
but i cant see like the body stuff in the layers in the animation place
how do i view it 😭
im so stupid bro
what, the default ones?
yes the default stuff in here
this may be a good place to start learning: https://creators.vrchat.com/avatars/playable-layers/
man
you can find some samples for the basic layers somewhere in the SDK, in Packages/com.vrchat.avatars/Samples/AV3 Demo Assets
i just wanted to view my hand gestures in the animation layers
is that even possible with the default
or do i have to get some mod thingy ma jig (custom) to view it
do you mean the hand movements or hand-caused facial expressions?
look at the sample Gesture layer then
I just told you were they are
yeah could be, I was going from memory
i lack common sense man
anyways i'ma get implementing my bullshit
and pray it works
nah, just lack in-depth knowledge about how this works. But you're learnin', so that's awesome
actually i think i just got a genuine learning disability 💀
this is prolly going to be the most stupid shit ima say, but i'll allow you to know that i wish i could help but i cannot
Are there any non-ASCII characters in your project path?
idk really
like German alphabet, Chinese alphabet, Russian alphabet
you mean another language?no just English
hmm, then check your computer name
idk what do you mean man😂 just u know how can i upload avatars..i hate that Parameter name String
ah sorry i was misreading. it's not "illegal byte sequence encounted in the imput"..
you dont now how to help me ):
yea sry man
anyone pls guys
check your parameters
bro i legit added a whole ass menu with all these toggles and it doesn't show up on the radial menu
what did i do wrong
and where can i even begin telling yall
like its all on the parameters
Does it work with gesture manager?
(Can be added in Creator companion, you run it by clicking Tools->Gesture Manager Emulator, going into play mode and then clicking the GestureManager gameobject in the hierarchy to activate, it will choose one avatar that is active)
the shit i got is like a weapon, it has like effects and stuff but idk
oh shit
i actually put the wrong thing in
silly me
it doesn't work
wtf
does vrcfury make shit easier?
Not sure if this is the right channel to ask, but can you make a toggle that's on/off state is dependent on if you're muted or not?
Vrcfury in my experience makes everything easier
Yes! There is a built-in parameter named "MuteSelf" that can e used for that
That's amazing! Is that with vrcfury?
W
the thing i got came with a tut and it seems way easier than the other basic version
No that's a vrchat built-in parameter, you can just use it as-is. Let me link you the page
I appreciate you greatly
Happy to help 🫡
Thanks
what does vrchatsdk base mean on the vrc companion thingy
As the name implies, those are the essential parts of the SDK regardless of if you're building a world or avatar
oh
everything that both sdks use
How can I make this avatar various shades of black?
edit the texture ig?
how?
literally any image editing program
bro
wtf am i doing wrong
it still isnt fucking working
bro im done for the night fuck this stupid ass bullshit
Heya! is there anyone who can teach me the basics of constraints?
i'm trying to swap an FBX in an avatar but it won't work
I'm just gonna figure it out on my own nvm!
?
i cant help you cus im too stoopid
dont ask me
i cant help you
but its been 7 minutes now
got a question, so im trying to use an asset and resize it to proper scale but every time i go into a game test it does attach correctly but it rescales back to being small even though its properly scaled in the editor mode
(before game test | After game test [and yes its toggled])
anyone have a fix?
like it literally doesnt show up at all in unity
i got that to work but like i dont know what an animator is or how to enable mesh read write
Mesh read write can be enabled in the import settings
in your assets (NOT IN THE SCENE) click the fbx this is about
see inspector: import settings
Read/write is a simple checkbox
question about texture, I just want to add a personalized draw on it to look like a tattoo but in game the look seems really bad, did it missed smtg ? (I edit my drawing directly in the texture of my avatar)
do you mean the quality of it?
yeah
whats the texture size set to?
uhh idk how know it but its the original texture of the novabeast
I find it! 4096x4096
I have doubts that this tattoo is part of the main body texture while its set to 4k
I edit it on krita, and save it in the same format everything is on it, I don't do anything more, even on krita the view is correct, same for the resolution but once put on unity the quality doesn't match.
that may be because by default, unity will lower textures when importing to 2k
Why aren't you using a decal (literally a stamp) instead
That way, you could keep the main body texture at a reasonably low resolution while boosting the crispiness of the tattoo without needing to upscale all textures
uhh bc I don't know how to make it, I don't really know how to do it, I'm just starting out^^"
how does easyquestswitch work
like if i wanna use a fur shader how do i quickly switch to quest without swapping my mats
is there a way to upload this avatar without deleting anything i even have parameter compressor
no , start removing
Parameter has so little impact on download/uncompressed size so that won't change anything. Just removing things.
A VRC update broke some of my avis, I tried reupload to see what's causing the 'security check fail' but it's uploading fine (btw I'm stuck in unity 2019 becaus there is a lot of stuff I made in these avis and I dont want to redo everything), do some one know how to fix this, every avis where working perfectly..
Old sdk doesn't report excessively large avatar size. So that's might be a reason your avatar failed security check.
it was working befor..
There is new limitation announce for month that limit how large the asset size should be.
200 MB is for download size(compressed size), and 500 MB is for entire avatar asset after downloading and unpacking(uncompressed size).
out of curiosity, does anyone know what would be causing this on an avatar? its a simple VRC Station set up on the foot of an avatar with a box collider. the "is trigger" is turned off (and does the same thing even if its turned on). im not sure what physic its trying to interact with. ive tried multiple different worlds, and even toggling off the "floor collider" set up on my avatar. any ideas?
if you're at 500MB consider splitting that into several different avatars.
guys pls help , im trying to change avatar cloth but the avatar keep doing T pose in game did i do something wrong?

any errors in the console?
now i realize the legs is weird pls help how to fix this
do u know how to fix this?
Dont judge outside of play mode if youre using modular avatar
Theres a good chance when in play mode, there is an animation that will fix this
Also why ping me?
Got a basic question:
I've got an Avatar project. So far it's stable, but I want to experiment with additional options. When I clone the folder and add it, it winds up with the same avatar ID, so uploading overwrites it. How can I change it so it uploads as a separate avatar?
https://github.com/Thryrallo/VRC-Avatar-Performance-Tools/releases/tag/1.3.7 + this is a useful tool to help your textures a little bit down
Figured it out: https://creators.vrchat.com/sdk/vrcpipelinemanager/
indicates clicking the "detatch" option on the Pipeline manager to reset the blueprint ID.
how do i set up multiple cams for play mode?
and also not have my changes undone when i leave
anyone got a link to where i can download final ik stub ?
pls anyone
u probably need to put a name and description lol
nope i cant
weird
and if i can and upload it its tell me that
Noob guess: is it because the model name contains wide-characters (Japanese)?
no guys i think cuz the parameter name:string
Or check all the parameters in your FX list and verify their types?
i dont have string
oh no, please help how i can solved this problem? D:
click the avatar, look for Blueprint ID, detach, try again
if that doesn't work you can upload a default robot and copy its id into the box before clicking attach
i can't i don't know i have my own questions
lol embed fail

you must click "Check Console for more details" this helps people can see which problem you have.
You've got missing scripts on the objects "skirt" and "skirt back". Remove them if they're not used for anything
do you have a parameter named string?
its impressive to be able to reach that limit as my friend's stream avatar that I put together has 8 outfits that hasnt reached to nearly 100 yet
yeah - I definitely have an opinion about how this happens, but I'll refrain from stating it, as I'd like to be overall more positive and encouraging 🙂
i have solved, because blueprint-id, thnks all
Anyone ever set up the Interactive VRCPhone here?
stating would also probably be helpful so people know what they are doing to cause it
I'll have to come up with appropriate wording then
can someone help me with avatar validation failed thing? it keeps giving me this error despite me being on PC build
you'd need to provide more detail - what's in the console?
Is this the only error? If not, paste the first 2-3. This one isn't useful by itself.
oh wait ok i got it- it was missing parameters i somehow missed that error entirely lmao
thanks tho!
ah good
sry
idk raelly see the details
?
no I mean do you have a parameter in your animator or avatar parameters list named string?
I think at this point I'll suggest basic tutorials.
bro help me ):
I don't have the time to go over the basics right now, sorry
np
u mean u gonna see later ?
not likely, no
thats so pretty wtf 🥺
Do what it says.
Take a look at the console
how do i view my gesture layers
If you have one set it'll be in the avatar descriptor. Click it, and you'll find the file in the Project view. Click that and it'll show up in the Animator window
Does anyone know and is able to explain to me like I'm five how I can do this using constraints?(if its even possible) I've tried with rotation constraints but for some reason the Z axes still rotates despite it not being ticked on.
the axes are based on transform orientation, not world - it's probably the wrong axis
or its a child of a bone already rotating
or that
Second one shouldn't be the case, It's probably first one I'll look into it! Thank you :D\
I didnt figure it out 😭
I'm not sure I see what you're trying to do?
i can see what they are trying to do
they want this shoulder piece to stay in a similar orientation where the flat base stays against the body and it rotates to stay in that position
ohhh I see
Mhm!
but in their current set up, if they rotate their arm forward, this specific joint's rotation breaks
why is that flat base not just affixed to the body?
or you just don't want it to rotate around the global Y?
possibly so the shoulder stays fixed to it correctly as well without breaking
Y'all he's using unity 6000.3.28f1..
ooh, good catch!
im not ._.
think like a robot's joint, they want the shoulder joint to rotate on one axis, where itself only spins on one axis
Youre explaining this better then i could aha
So is the shoulder a separate bone, not the humanoid shoulder, which you have constrained to the humanoid shoulder and/or upper arm?
You literally showed me.
Shoulder piece is seperate bone thats a child of the shoulder
though Temjuh I wonder
it'll move with the shoulder if it's a child of the shoulder
it LOOKS like it should move correctly, but you are making it have to think of how to rotate in a way it... really shouldn't in VR
yea i have it but use nope ._.
The project is currently using 6000.3.28f1
you're trying to move the entire arm forward, which means the shoulder joint for the arm isn't rotating as it should because you're rotating it the way you are
have you tried lowering the arm and them rotating it up to be infront of you?
which is what a natural arm movement would be?
It doesn't mean that you're using it now it's just using the unsupported version of unity and probably still in Beta.
the way youre testing it right now doesn't take into account how the arm would actually twist is my point
okay two project in 6000 and not working what about the another 8 project 2022.3.22f1 the same Probim..
You're probably right- Am very stupid apologies hjgjsdbhj
I'd make the robot shoulder bone a child of the chest bone, and use constraints to move it, rather than the humanoid shoulder
I can try that thank you for suggestion!
I would do a Build and Test version of it as it is now
and see if the arm rotation actually works as it should in VR, and then if it doesn't do Kazin's suggestion
ooh you can use FinalIK rotation limiters too
Oh? havent heard of that aha
i asked yesterday but i never got a response, does anyone know if local mirror detection works for all players or just for the local player?
obviously it's run locally, but can this same system work for remote players locally running your avatar's animator?
okay i'm trying to look into this and the only thing i've been able to find is that apparently mirror clones only exist for your own avatar.. does anyone have further documentation on how this works?
Heya!! I know this isn't particularly about avatars but I used to use a tool for my unity to check the avatars lighting IN UNITY so I wouldnt have to upload and go to different worlds and check. I think it was called light box? or something- I have absolutely no idea but I lost the asset and I'm desperately looking for it again- anyone know what im on about? ;-;
nah, just prepared - I made a links file 🙂
haha that's disturbing anyway
xD it is but its so funny
anyone know why my girlfriend's vrc SDK screen is blank in Unity?
errors in the console?
working on a model and have to manual reconnect the parts of the base to its params, problem is i dont know how to reconnect them to where the menus actually do what they are intended to, where do i go to give them control over the part? (trying to get the cloths on the kyuulin base to actually work as the menu button are there but they dont have control of the cloths)
nothing out of the ordinary, she's going to try deleting from the SDK filesand have creator companion redownload them, i'll update if it fixes
Can vfx graph be used in vrchat? Just asking
any actual error there which doesn't go away when you clear can cause that
@ivory frost no
@willow skiff learn toggles https://youtube.com/watch?v=XqtSg6_W07Y
or vrcfury
i know VRCfury, the model already has all the stuff for it i just gotta assemble it like a lego set, so that video may be useful
if you know vrcf then that video is a bit too deep. but that how it work under the hood vrcf or not
yea this models base was made without it since it has no VRCfury use at all from what i've seen so far
so i have to dig deeper
afaik this is the only error
redownloading the SDK did not work
anyone have any clue why a toggled gameobject with an audio source wouldn't play anything? I tried sticking a cube under the gameobject's hierarchy to make sure it wasn't an animator issue, and can confirm the gameobject is enabling and disabling correctly.
tyty been seeing things marked for vrc that requiered it is why i needed to ask
thanks for trying to help but it seems to be fixed, the solution was to delete the SDK AND simply rename the project, removing it from CC, then readding it to CC. Then deleting the SDK closing and reopening twice, and then it showed up normally, so idk how it resolved itself
ah, first she reopened it without the SDK at all, then saved, readded it, then it showed
Hey guys- I'm having an issue with particles on my avatar, where when I scale the model in-game the particles don't scale with the character and are either super small if I scale my character up or super big when I scale down.
Anyone know what the issue is? If not, could anyone please give me some terms I could use in my googling?
Not sure what the problem was, but when I used your settings I also got no sound. I switched the audio from 3D and 2D and it started working, but it should have worked anyways I think? Idk, but switching to 2D fixed it in my testing
Oh! Have you tested it in-game? Because the issue in my testing is that the scene camera was too far away for 3D to work. Once I moved the camera closer with your settings it worked
Sadly testing in game gets nothing either. This is a music box held in my hand so it's pretty close.
Thanks for checking
Try switching to 2D sound and see if it works. I don't recommend 2D sound, but it would give some clues if it did work.
good idea
okay, that's quite weird, but glad you fixed it!
set the particle scaling mode to "hierarchy"
Great news! It also doesn't work for me in-game, so I can test things on my end. I also wanna figure out your issue because my current avatar has audio and I wanna make sure I don't run into this issue myself
Nvm
I had audio toggled off like an idiot
xD
ohlol
"Surprise SexyBack jumpscare"
Okay well, now I just feel like an idiot.
That worked 100%
before play mode | After play mode + gesture manager
idk what but went through normally of making the avatar
hair root is parented the head
its just my hair mesh is shifting forward a bit in play mode
any reasonings?
it's really not obvious 🙂
When VRChat released the avatar scaling feature, that was in the release notes
Not sure if this is your issue, but my first thought when I see something like this is weird bone weights. Either a bone in the hair pushing the hair into the head or a bone in the head pushing the skin into the hair. That, or the head is rigged to a bone that's not what you expect, so you end up parenting it to the wrong bone.
Maybe that's your issue, maybe not, but I hope this will at least give you some ideas
Normally I would agree, but I've been developing games and projects in Unity for 10 years xD
Though, in my defense, I mainly use particle graphs from the URP/HDRP pipelines these days. I don't ever use the old particle system unless I'm messing with something for VRC
ah - easy to miss then I guess 🙂
i mean theres no physbones in unity yet but its just the mesh idk why is shifting forward
Have you checked the humanoid rig in Unity to make sure it auto-asigned the bones correctly?
Also, what happens if you play a complex animation? Try grabbing a dancing animation from Mixamo and see what happens
omg i forgot about the whole auto assigning
the hair root was assigned to the jaw bone
thank you
Honestly that was a shot in the dark, but I'm glad that worked xD
Any updates? Did 2D audio work?
got pulled into other stuff, but I'm gonna take a look later when I can
will also try messing with the VRC spatialization settings
what's your question
well i found this asset online for a mask but after trying to upload the avatar to android it didnt work because of the shaders so now im trying to learn how to make quest compatible shaders on blender
this is my first time
making shaders in blender is not relevant for use in Unity though
well the shaders were not able to be editied in unity
Yes, you can't edit the material embedded in the .FBX, you'll need to extract it or just make a new material in Unity.
not quite sure what your talking about 😆
I usually just make new ones, it's simple enough.
could you walk me through the process on making this?
asset -> create -> material, pick a quest-compatible shader, drag it into the material slot on the mesh object (body, clothing, etc.)
Yes, in Unity.
thats why im in blender getting rid of them
you can't do anything about unity shaders in Blender.
i think i understand what your saying
the only thing from Blender that's relevant here is material slots on mesh objects, and texture files.
Yes, you need to make a new material which is not embedded in the FBX (and thus read-only) and drag it into the slot on the mesh object
so do i remove this somewhow?
no, you ignore it
ok, so now i have the original asset in here what should i do
i have not made any modifications so far to this one
You do what I just said
there are lots of tutorial videos on this, any decent Quest one is going to show you how to make a quest-compatible material
do i just search how to make a quest comaptible material?
I don't know of a specific one offhand, haven't really looked in a while. But it doesn't matter if quest or not, the process is the same, you just pick a quest-compatible shader
im sorry for being difficult but i need to be babied through this would it be possible to call?
I don't do that, sorry
okie dokie
videos arent working because my situation is different then usual i think
seems pretty typical
im just so confused 😭
i cannot change the shader here
it is greyed out
my mind gets stuck on things sorry im autistis 😭
Yes - again, that is read only since that material is embedded in the .fbx file, you need to make a new one, or extract that.
what would be easier?
so i'm trying to put a hair i bought onto my avatar, but it's not working, i'm following a tutorial on YT.
after moving the mesh into the avatar and hair.root into armature, the hair is still following the old armature of the fbx, any ideas?
nvm i might be silly 💀
so i accidentally deleted my left knee vertex group and dont have it before i deleted the group how can i fix it
recreate it. Possibly you could duplicate the right one and mirror it
how do i do that
which part?
mirror it
there's an option to do that in the little context menu for vertex groups, at the right
copy then mirror?
if you mirror first you'd change the source group, so.....
so copy it then mirror
so i have an avatar that works other than the radial toggles, I'm not sure how to fix it to get them working in game, but everything else on the avi works fine
never done this so i wann make sure i do it right
you could also use the other side group to select vertices, then mirror the selection (in the 'select' menu) and add them to a new group. Blender basics 🙂
i deleted the left knee vertex group
make a backup, so if you mess it up, you can simply restore
cool. Then take risks.
i dont get it
what?
i dont get how u mirror it
I'm not sure what you're asking me here
im not sure how to do it
I just told you two ways to do it, what are you stuck on?
i mirrored it and it didnt fully mirror and it didnt mirror the copy vertex group
not sure I can help with that if I don't have your model, but this has worked fine for me
do u wanna check my model?
probably this also assumes the object origin is at a reasonable place, like the center of it
not really, no
ok
Placing objects on avatars and are on hand in unity but when I load up vrchat its floating in the air and not on my hand I attached it to the hand bone and everything any ideas?
my avatar has goco loco but when testing on quest, they just stand still and not do the action. any fix?
how to fix this bug (?) in poi shader? i use two meshes, they should blend with each other (using transparent textures), but i see that it just shines through each other
is it set to transparent
yes
and
cutout transparency mode does not give enough necessary texture blending, the texture actually has a blur barrier much wider than it shows
I dont even know what you are doing
hell, i can't even show it fully
Press a key on your keyboard marked prtsc, screen shots your window
So, anyone know how to remove items from an fbx file without breaking everything in the model?
Blender
Dont unpack it
Why are you even needing 2 meshes
I have been loading the FBX into blender, but when put it back into unity everything has broken
to make a toggle for a new body part
Why does it even need to fade
I have had some success with that using vrcfury
I put a water gun on my avatar and attached it to my hand bone but when I load in it in game the water gun is floating next to me and not in my hand
to mix textures together.. and be a seamless additional part of the body
Then you didnt attach it to your hand
Adjust it in unity to be in your hand, and have it associated using a bone, can do that with the VRCfury addon
Why not just make the texture itself combine them instead of trying to overlay it with a mesh
You dont need vrcfury
It speeds it up but yea
because I don't need that. I need to solve the problem with the poi shader, because this issue has been bothering me for a long time.
No?
Just stick the object directly on the hand bone
And make sure its the actual object and not like a weighted mesh and leaving the bone behind
Are the planes of the mesh at the exact same location?
I did move it to my hand and put it under the hand bone but it still floats in world am I doing something wrong?
Can you send a screenshot of the hierarchy
yes
even if they are slightly different (to avoid weird clipping) the shader behaves the same
Behaves how exactly
this weird shi
Like where it’s under the hand bone?
Render queue
Yea?
and how to fix it?
Whats the lower object set to
I dont remember if its set the render queue to one above or below
it was under here but its just not in my hand
//for anyone who will look at the solution to the problem in the future - it worked with these settings//
And in unity when its under the hand bone when you move it dies it actually move with the hand
I mean it stays in hand
In game it on but it not in my hand and is right next to me
Thats not my question
Next to you as in it moves with you when you walk or frozen in the world
Frozen
Then you either dont know how to use the asset at all or fucked up the constraint
anyone knows why my goco doesnt work on my uploaded avi? the avi stands still despite the seat and lay toggles being on and only the default emotes work
Well did you add all of go loco?
yes, i added it to the main avi
You sure you did?
yea, i looked up tutorials
Does anyone know where I could find the textures used on this model for sale?
Ask the creator?
I tried!
Then shit outta luck
How do I get my avatars mouth to move when I talk?
Do your avatar have mouth viseme blendshape or jaw flap bone?
Where would I check?
Your avatar obviously. Check the face mesh to see if blendshape list, or check armature bones for jaw bone.
I have clicked the main mesh, where do I see that?
See "Blendshapes" in skinned mesh renderer.
If nothing written "Blendshapes" then no blendshape exist on your mesh.
Are you sure you're looking in the correct mesh?
Can you screenshot to confirm when you selected the mesh?
Did you edit the model in blender?
Yes
Did you check if shapekeys exist in blender?
I cant find them in my model but it used to before I edited it
Can I copy them from an older model?
Did you check in blender?
In the current blender file for my model they are gone
Did you import fbx in to blender multiple times?
You might be able to copy the mesh from original model back to your current work. But the process is lengthy and troublesome to the point I don't want to guide someone around.
I have them back on the model but they still wont show up on the avatar
If you had any modifier on the object other than armature deform, that will prevent shapekey from getting exported.
Oh
I know the issue then
I have toggles on the full thing
I had them on the armature, took them off, still seeing no blendshapes
Ok, I missunderstood, I had modifiers on the actual model in blender. I had one that added more polygons for a more rounded shape. Any ideas how to do that without having this issue?
skkeeper addon or any other plugin to preserve shapekeys. tho i thought 4+ blender doesnt need those?
I'll look into it when I have my model more stable
heyhey!
Currently working on an Avatar for a friend.
She wants her Avatar to have toggleable High Heels.
In Unity, is there a way to force the Avatar to be "a bit higher" so the heels doesn't clip through the floor?
If yes, how?
Does anyone know how to make particles visible in mirriors? Like its visible in camera but no mirrior. Its contrained onto an empty paranted to the chest,
Why does this happen?
Make particle material render 2-sided.
trying this now thank you
The check box?
@ornate stump
No.
In Particles Standard Surface it's called "Two-Sided".
For other shader you have to set Cull to Off.
Then this shader doesn't support cull off or two-sided.
How? 😮
Are you trying to get more detail per instruction I linked you to?
Does the package you imported instruct you to download and import any other package?
Did you import that tool called ClothTransformApplier?
yes, but idk how it works
That package requires Modular Avatar, i think.
you imported this, right? https://wata-ofuton.booth.pm/items/6291387
yes
Then import Modular Avatar from VCC.
this clothes is for manuka but i have other avatar, Can I still merge the two?
Have you read the doc? if no, open "ClothTransformApplier 説明書 - Google ドキュメント.url".
It describes what you can do with this tool and the required packages.
Can I delete this tool? Because I already merged it myself because I didn't know how to work with it. Will it work if I delete the tool?
is there a tool that automatically assigns avatar and tools because I hate it to prefab, I just tried it I think this was the problem
to remove the tool, remove WataOfuton folder from Asset and Cloth Transform Applier component from the cloth.
How can I delete components from cloth?
oh sry you don't have to remove the component. just remove the tool prefab if you already added it. (i was misreading the doc)
I didn't add anything to the avatar in the tool, I just uploaded it to Unity, nothing more.
ok so you need to remove WataOfuton folder. that's it
It worked, thanks 🙂 How do I know if I've done the avatar and clothing correctly and are there any tools that automatically combine avatar and clothing?
or are there at least tools that assign prefabs correctly, this is my only weak point.
How do I know if I've done the avatar and clothing correctly
you can use GestureManager or Av3Emulator
are there any tools that automatically combine avatar and clothing?
Modular Avatar or VRCFury can do that. If you want to dress the avatar in an incompatible costume, I recommend Modular Avatar because it has many useful feature to do that.
VRCFury are only right for wolves?
wdym?
I mean this tool VRCFury is not for anime avatar right?
No, that can use for any avatars.
okay, modular avatar is better?
if yes, can u send me link?
for modular avatar and gesture manager and av3emulator (idk which both is better)
if possible, also include an explanation
youtube better 😄
I don't want to discuss, but I'm familiar with Modular Avatar
https://modular-avatar.nadena.dev/
idk because i haven't use av3emulator
Is there any way to make an avatar that has a flat foot version and a heeled version have both versions without making the weight painting all messy? I swear I saw an avatar that had a toggle for flat feet and tippy toes
idk wdym, but probably no. av3 emulator is just a tool for emulating Avatars 3.0 features.
blendshape (shape keys) might be what you're looking for
Okay, no then. I'm looking for the avatar and clothing to be prefab assigned like in the picture.
Ah no, the zinpia rp base has 2 rigs. 1 with a flat foot and 1 with heels
But if I try to combine meshes, the weight painting gets messed up (of course because the rig is different because flat / heeled is rigged differently)
And even if I did shapekeys, wouldn’t the weight painting still get messed up?
how do I do this then?
Ohh, I wasn't talking to you 😭
oh i have no idea then
man, i don't know what "the picture" stands for. is it your first picture or last picture?
Normally it looks like this. I can't combine it myself because it gets mixed up every time.
ah ok, you can use Modular Avatar for do that. try use Move Independency (https://modular-avatar.nadena.dev/docs/reference/move-independently) and Scale Adjuster(https://modular-avatar.nadena.dev/docs/reference/scale-adjuster)
also, you should know this:
It is usually very tedious and sometimes difficult to dress an avatar in costumes that were not made for it. If you don't want to go through the technical trouble, just buy compatible costumes.
Unfortunately, there is so little choice, so I want to learn, even if it is difficult.
I’m fairly new to particles, I’m currently using a fire particle that I want to more or less stay stationary maybe with minimal movement
I’ve played around with the variables, but no matter what I do. It always seems to have a long trail and the trail option isn’t even checked.
What I mean is as the avatar is moving I want the particle to stay almost stationary to where it’s anchored
And not really drift out far
Anyone familiar with a variable that affects this? I have changed many of them without success
can you show the system you currently have? Just the inspector view.
anyone know why my facial animations stick? i have everything set up how it should be i think
all setup like this with the proper animation in them
i've tried everything i could think of but cant seem to fix it
Can you show the entire state machine in that animator layer?
i realized that the 3 layers i have in my fx layer just completely disappear when i click gesture manager
uhh... okay?

