#avatar-help
1 messages · Page 35 of 1
seems like you're looking at the base animator instead of FX
I don't use gesture manager, not sure
it may just be a gesture manager issue
yeah I know with AV3 emualtor, you need to pick which layer you want to debug
its a project my friend sent me and wanted me to make work
aha. very sus.
your friend isnt a friend
but this is the first time i have ever worked on a model that didnt have stuff already set up
he gave you ripped assets
yeah, rips are like that
oh fr?
i will not be working on anything for him anymore
thank you for telling me
probably also why nothing works like my other avatars
are those tells that something is stolen ?
At one point I got a rip of one of my own avatars to see what it all looks like
has exactly those
so i should be on the lookout for those before accepting to work on a model for someone?
first sign theres no fbx just .asset
I've only seen one kind
no worries, you didn't know
im not used to working on anything other than booth avatars so im not really used to this
but still thank you
from now on i will ask for a picture of the hierarchy before accepting a project from someone
have a nice night guys
Hi all, it seems I have gone over my parameter limit and not sure how to, I guess, organize that better. I heard from someone that you could possibly compress it or something, or it would delete the unnecessary parameter and reorganize it, idk. Is there something like that or do I have to look back just end up deleting an asset or two?
VRCFury has a thing for that - it's got caveats, but does work.
I tend to split my avatars up so no one has too much stuff.. but I don't have face tracking yet either.
Oooh okay! What is the tool in VRCfury for that?
I don't recall, I don't actually use it, but it should be listed on their website
does anyone know how to convert avis to quest pc/add assets?
Im a newbie but everyone who offers to help never does. and im a slow learner i need 1on1 help..
is there any other way to build and publish my avatar without spending a few hours in vr chat
buy VRC+
also am i alowd to just afk in vr chat to publish?
how?
afk doesnt do anything for your rank
in game I think, I haven't done it. But I'm sure it's explained on the website somewhere
so i have to actually play for a few hours?
wait can i just add someone to get the friends rank and be able to use my custom avatar?
friend isnt a rank?
ya it is
no?
It's not a rank you can achieve, it's a rank your friends can have
friend as in you friend the person so they get a different priority?
oh
so then what does it do?
gives your friends a different safety setting?
so i cant afk to get the new user rank?
no
so i have to join a world and move around and do stuff and be active
asking the question in different ways doesn't change the answer 🙂
so i do have to be active?
well that is a stupid question that does mean i have to be active
can some help me with a avi teksure problem ?
It means to play the game in the way the game intend you to play.
possibly - just ask it
If you erabolate, someone might help.
i want difrent eye takusre for my manuka but got this problem
when i get rit of it i get this
Do you mean misaligned texture?
I'm not sure what the issue is here
this is the orinal eyes tekusre,
but i want to chang it in to thise eye teksure
but the litle plus and the pupil is overlapping of the old texture
ok - how are you doing this, in an image editing program?
i use photoshop
ah, I don't, but probably you could just overlay the new texture on a new layer, and erase the old underneath
You instead should enable blendshape that hide pupils and the cross.
oke let me se
it work thanks
Why can I never find android compatible avatars prismic is the only one with it
Do you mean prismic search show android avatar?
Yea
I still don't understand the problem you're asking.
I want to find realy nice cute avatars but I want ones that are compatible for android the ones on prismic aren't that good
For what I want
Try asking in #1138520828556890214 and provide more detail.
I did
You'd have to be more specific what style of cute you're looking for.
Just "cute" is too broad. Every person has different preference of cuteness.
is there a known issue that vrc contacts sometimes get removed on model and you have to rejoin for it to be reset on the models.
im encountering this randomly on some models of mine . no animation are messing with the contacts and sometime they are just gone.
i checked with the avatar overlay to see the contacts and they are really gone. i try resetting , reloading nothing works until i rejoin the world.
kinda sounds like an animator logic issue, something turns off the contact but nothing turns it back on
theres nothing to turn them off . rejoining would not fix that issue
i can reset after rejoining without a problem
weird, never seen that one then
i'll try to supply more info when it happens again but it's not avi dependent... and its not all contacts. it's super random and very annoying.
Does anyone know how eyes work? Like how the bone will move them around without screwing up a bunch of other stuff.
I’m just curious
what is this weird avatar thing called, some avatars use it, so basically it changes the world into a different 3d model but you cant see anyone else, i dunno i can show an example
might be a dumb question but how do I overwrite my .fbx in Unity after making a slight change in Blender?
Save it at the same spot with the same name and same export settings. Lets hope you didnt unpack your avatar
no I haven't, okay will try then thank you!
Does anyone know how to export an FBX with it's materials mapped to their textures from Blender to Unity? I already exported materials/ textures but tht didnt help
My fbx just has blank materials and i'd have to do everything manually, but i wanna avoid tht if i wanna do further adjustments in blender in the future. also i have my expression toggles to my bones in blender. so it's not just a still image i could map to albedo
how could i make a toggle for a tailwag animation?
It's a known bug with local contacts yes : https://feedback.vrchat.com/bug-reports/p/local-only-avatar-contacts-vanishing-after-changing-avatars-in-populated-instanc
sounds similar, not sure about the populated instances though... had it earlier with 2 people in my world with me. but seems close enough , thank you
Hey, someone in here probably knows the answer to my question.
So, I made a guitar prop for my avatar, and I have it on my avatar with no issues, however, I do want to be able to grab the neck of the guitar while the body of it remains anchored to my hip bone.. does anyone know how I would do this? I suspect might have something to do with parent contraints, but duno how to set it up etc
Parent constraint to hip and aim constraint to hand could work
so have a parent constraint on the guitar, as well as an aim constraint, and have the parent constraint set to the hip while the aim constraint is set to the hand?
Yeah, you'd have to mess with the values but I think that's one way to do it
Of course, only toggle the aim constraint if the hand is close enough and doing a fist
so looks something like that?
Yeah, tho you'll need to mess with the aim vector and up vector until it properly aims to your hand how you want it
Ah sweet. Hopefully I can figure it out further from here. Appreciate the help!
old constraints | heres the one that works not just for pc https://creators.vrchat.com/avatars/avatar-dynamics/constraints/#constraint-types
just a thought.. could it work via grabbing physbones too?
Could but would be more funky and less accurate. Plus you'd have to hold the grab gesture, it'd be pretty awkward
Ok, How to I increase the roundness of a mesh without blocking blendshapes?, I want to have part of my body not be as pologony
you cant avoid having to set up the materials manually, I'll send a vid of how to reimport an fbx and have the correct materials and stuff all sorted, im ill rn sorry if this is explained badly
sorry the vids so quiet, im really ill and idk how to fix it rn :(
brains mush
basically, right click ur avi, show in explorer, drag ur fbx file into the unity project file then replace
what does “Local Only” mean on a Parameter Driver?
i’m just getting into making expression menus without external tools
Tried baking my mesh in substance painter and I'm getting weird artifacts, anyone know why this is?
it will happen only locally
so if it modifies unsynced param or param defined only in animator it wont for others
ah, so i’d want that off pretty much all the time
since material swaps or object toggles i would want synced and to happen for everyone
Most VRC uses cases don't touch it, especially for basic stuff.
well if you locally modify synced param for toggles it also will be synced for others anyway. but yes, i cant think any huge usecases for that option.
@mellow pecan make sure its has any weights only on head or its child bones
Could I cut the head off of my avatar and make it a seperate part of the avatar to but my lip synking to?
Not necessarily. Sometimes behavior may differ between local and remote machines, in which case you'd want to run it locally and then sync. For example, add and random may not sync (especially random) for remote players, since both are done locally for every player. Only running it for the local player, then adding the parameter to the synced parameters will ensure the parameter has the same value for every player. Another common use case for this is syncing the states of rapidly changing animation states, parameters, etc. Like if a transition relies on you touching a contant and making a specific gesture, since both are ran locally, they may not occur at the same time for other players even if they do for you, meaning whatever it triggers (say grabbing a gun out of a holster) won't happen for other players. What people will do in this scenario is use the IsLocal parameter to fork the state machine. The local player runs all the logic to control everything, and uses parameter drivers for each animation state to change the value of a synced parameter. The remote side is then controlled by this parameter, ensuring that whatever happens on the local side is what will happen on the remote side
so, sounds like i would need it for more complex stuff, but not basic toggles or puppets
do you mean the white lines? you need to extend the texture painting a bit beyond the edges of the uv map (like create a border around each uv island)
For some reason, an avatar I updated doesn't have his hands show up in first person (EVen though I have EasyQuestSwitch installed) O_o
I want to use Decals as my sweater colour swap but I wonder if there is a way to swap Normal Maps too?
thanks for this! looks like there's gonna be a lot of manually mapping the textures to their materials then 😭
i have some shaders tht look super weird and was hoping my fbx export could automatically assign those things for me cuz manually doing dont seem right
did all my mapping of materials on blender 🥲
is there a reason if the materials wont drag and drop onto the avatar in the scene but will in the hierarchy?
How do I add an item to a physbone object and have it move with the physbonr?
Decals are really for adding overlay images or details, if you want to swap all of the PBR textures, just do a full material swap
how does one fix this?
How cute!
a little baby, love it ngl
I switched to RGBA masking instead but now I am struggling to put all the channels onto a radialpuppet..no idea how I should animate it
ah yes, you can do a lot with that, though that's a bit more add-on
I tend to use that to add detail to stuff like nose, hands, tongue
yeah the main reason why I swapped to it is cause I wanna use custom Normals for every colour swap as well
would you happen to know how to make a radialpuppet which switches from Red to Green to Blue etc?
I don't do that with a radial but would use a blendtree if I were to
would I use an int instead?
you can use whatever you want
I adjusted my avatars proportions in unity, but now it floats above the ground.
How do I fix this?
Do I just move the whole avatar hierarchy down in unity?
no, you move the rig
find the avatar's FBX in your assets list and if you click on it, at the top of the Inspector you'll see a Rig tab, click Configure, grab the HIP bone, and move the avatar until the feet touch the ground
click apply, done, and then reupload and it should be good!
Will try this, thanks for the quick respone!
np!!
Oh good thing I'm doing this, didnt realize I forgot to switch the avi to "humanoid" in the first place.
Hmm, doesnt seem to have fixed it, I'll just live with playspacing down while in vr I guess, not a major deal.
when zooming out on my models the seams between uv islands cause this effect, im looking for a better solution than just expanding the texture.
that is the better solution. you just have to expand the texture by a few pixels and it should go away entirely
that's just what happens with mipmaps and UV islands that reach the very edges of the texture
median blur in gimp works decently
don't know what it'd be called in other software
In blender you can bake the texture and have it extend the seams
with these settings in cycles
I've spent a while messing around with shaders and various settings in Unity but I still hate the way my model looks compared to in Blender's eevee, is there any hope to making the skin look almost as good as it does there?
hey idk where to put this but i keep getting this error and i dont know how to reslove it i really need to get back in my unity project as i have alot of stuff i need to get done in there. Ive never seen this error before and i dont know what it means but i have cleard everything i can think off
and its everytime i open my unity project
and it only started cause i tried to auto fix somthing in the vrchat sdk for a avatar
Anyone know why increasing tiling on my normal map makes it bunch up instead of repeat?
are you using all of the same input textures?
I'm using the same materials as in Blender, if that's what you mean
no, I mean textures. Textures go into materials, materials are applied to mesh faces
textures are image files.
Ah, well it's the same textures too, yes
Poiyomi
I tend to use realistic mode in Poi, and find that it works decently well overall, though of course world lighting/shading can screw that all up
I tried realistic, it made the skin look very muddy and odd
It needs 100GB memory to work with something and that's unusual.
No. It's RAM. And it should not need that much unless something really wrong in your project.
i did have a good 30 avis in that one project so i might of caused it since ive been told thats the only way to keep all my projects safe and not use to much storage
but they dont use pyomi and they dont do any fancy stuff
If it's that simple, you would be able to fix it yourself. Otherwise you shouldn't describe anything as "simple".
whats the problem?
basically i wanted the avatar that shows you how to find friend or add them on the lobby, so i found the artist and i started uploading it. but when i saw it on the game her arms were up her head and the point of vew wasen't her head
all this on vr btw
Try removing anything you added to your project after the that broke the project.
okay
ah thats your point of view
when you go to your avatar descripter theres a thing called ''view eye point'' or somthing like that and u have to move the ball that shows up and move it to your face right in the middle of your eyes
i hope that made sense
you could put a camera in the world, high above, and display the texture on a mesh object you could see
so all this on the unity editor right?
yes, you'd do this in Unity
I'm pretty sure you can purchase a prefab to do this too
oh, so the model sayd that it was ready to port, but ir may be aold and buged
so i got a root bone for the wrist in order to activate phys bones when i get the arm gun out which disables gestures (that's the goal), however i wanted the hand to move out of the way of the gun when i do so, is there a way i can work around this? trying to animate the bone alone doesn't work as it resets itself
for some reason audiolink works when i have poiyomi pro on but when i have poiyomi toon installed audiolink wont play in the world. anyone know why?
you'd need to take over animating the hand with VRC Animation Tracking Control, and animate the muscle via the animator, you can't just rotate the bone itself. Also do this in the Gesture layer.
Got the master checkbox (at the bottom) on?
good question where is that located? (to rephrase audiolink doesnt play in unity for testing)
oh - do you have the audiolink prefab in your scene?
Oui
Also this isn't Linux is it? I can't get this to work in Linux
nope windows 11 here
ok depending on poi version (I'm on 9) there's a master audiolink checkbox at the bottom, it's very obvious
is it in the prefab or in like poiyomi?
in the shader
for the prefab you have to give it some audio - the youtube thingy it includes by default doesn't always work
yeah i have my own song i throw in
hmm this all seems correct...
yep, that's the one
yeah its all on but still doesnt play when in live
(this is useful to animate btw, if you ever want to just globally disable audiolink on your avatar)
(noted!)
cute avatar 🥺
Does anyone know why its not attaching to the arms? Im new to unity and tried to fix this but i cant find a solution
Tyy :)
how are you adding this item?
By dragging it onto the base
that's not really going to work
did you do modular avatar?
No i watched like multiple videos and and they said link it in vrcfury
is it a VRCFury prefab already?
it looks kinda textureless
Which app makes it easier to add clothes to your avatar: Unity or Blender?
eh, that sometimes depends on what you're starting with, and I'd always pick blender for myself
depends on the avatar and clothes
most booth avatars use a package called modular avatar
which basically lets you drag clothes youve bought onto the avatar, right click, mouse over Modular avatar, attach, and its done
yeah i'm aware of the gesture layer part
my question is that i can't just do this in unity
so if there's a way i'm aware
well.... you could, if you put the hand on an entire separate set of bones you can move it wherever you want 🙂
i tried aking a blend shape for the hand pose but the rig decided to scramble the mesh lmao
i have made a separete root bone for this hand
how do i get rid of this line at the seam??
i just want to know if this looks ok before i go ahead
and create
ALL my blendshapes
again...
If that's a UV seam, do your textures so they have some "overspray" past all the edges of the islands
i thought i did enough. should i go over more?
that looks pretty close, but yeah, I'd probably try going for more
ok ill do that rq tyy
I know this might be a silly question, but when you download things like clothes, accessories, and other assets, is it possible to upload them to Unity or Blender? Because I'm having trouble making them appear in Unity.
well from deviant art website..
it really depends on what sort of file you've got
I attached this hat to my vroid model in unity but it is having these weird shadow flickering in game and I am not having any luck with fixing it. If anyone knows why this is happening and how to fix it I would appreciate it so much!
hmm sorta looks like z-fighting but you'd have to inspect the model in something like Blender to see if that's it
(when you have two faces at exactly the same location, the camera doesn't know which to render)
i am very bad with blender I genuinely have no idea how to use the program at all
im only educated in vroid and fairly educated with unity
it worked ty!
nonetheless I really appreciate that advice
oh good, I was hoping it was that easy
I might see if I can just find a different hat to attach to her lol
might be more simple than fixing this one
was that one free?
yes, part of a vroid outfit bundle
the hat was the only part that had to be attached separately
oh hmm, the hat's got a subtle noise texture there, so it's probably just the world lighting playing off that, you might be able to lessen it with shader settings, but I've got no idea without playing with it
this is actually reasonably well made
I see~ I will try to mess with it more and see if I can figure it out
This reminds me of the flickering warning message from poiyomi that i always just click "yes" on
I dont remember what it says exactly though xD Maybe it's about the anchor override?
Or was it a vrcfury message? Could be too
Quick question, when I test my model in VRchat the shader doesn't work. I tried it with a different shader and still no luck, is there some step I might be missing?
Depends what shaders you added and what platform youre using. Also, what does "not working" mean here
i ended up just attaching this different hat and it looks nice :3
thanks for the help you guys ❤️
First I used poiyomi, then silent's cell shader
By not working I meant my model looks totally flat, no lighting or shading appears on it
Did you set the shading type in poiyomi to anything else but the default?
By default its set to "flat" which is exactly what it sounds like
Right, I spent a while setting it in unity to how I wanted it to look
Okay so that means it looks fine outside of play mode, but changes in play mode?
Care to share some pictures?
Sure, one minute
Sorry it took a while, some other errors popped up I had to deal with first
Left is in vrchat, right is in unity
The shading doesn't look very smooth to begin with on the right around the mouth. Have you tried messing with normal settings in the import screen of the model?
Also keep in mind some worlds lighting is just jack.
I did notice weirdness around the mesh's mouth, yeah
The screenshot was taken in the starting default instance
Have you enabled legacy blendshape normal?
Where's that?
In the import setting of fbx file. Or open sdk panel and it will tell you to autofix.
It doesn't look like it, no
Can you screenshot the fbx file settings?
Ohh hang on, looks like it WAS enabled
Anything else I should change before testing it again?
Just to confirm, the mouth has strange shading in unity?
Under the lips, yeah
Though my main issue was the materials with shaders on them appearing like they didn't have any
Like they didn't have any what?
Any shaders
You can see in that screenshot I posted that the face looks completely flat and without shadow, the nose and lips are part of the texture
It technically has shader, otherwise it would just show as magenga missing shader. Your shader settings likely only has shading to realtime light. So check your shading type and shade color again.
I see, do you mind telling me which settings I should be tweaking?
Hi, i have a avatar package that i want to upload for both pc and quest. it came with 2 seperate packages (1 for quest, 1 for pc) and ive uploaded the pc one well and everything works. The issue im having is that the quest package is wayyy too big to upload for the andriod version and im wondering if theres a big thing that im missing because its 77mb right now :/
shading type and shade color
Is there a way to have a better idea of how it would look in VRchat while I'm still using Unity?
Disable directional light in the scene and change ambient light in lighting panel.
@glacial vale https://github.com/MunifiSense/VRChat-Build-Size-Viewer
im a little confused on how to add this into my unity, im relitivly new to that
what part of the manual is confusing
where im suppost to put the file for it to show up in my project
Thanks so much for your help, I'll test the shader for a while :)
ok i have the window open for it but im a little stuck on having it read the build size of the avatar, when i press read build log nothing shows up
do i have to build and test the avi first
no i havent, im doing that right now as a test
and then every time after you change smth trying to reduce the size
it updates the size on the vrc uploader so i should be able to just keep reducing until i get it without a second build
You have to build it every time to make it recalculate the size.
it seems to be my meshes, i assume theres no easy way to do that outside of blender
Yes. Or you could try setting the mesh compression, or disable blendshape normal.
That's very excessive.
is there any way i can fix this? or should i try to do it all from the main package instead of the quest package
I said possible solutions in the message above.
how would i find these?
Inspect that fbx file.
Model Tab.
By ambient light you meant environment lighting, right?
Yes.
Hmm, well I tried that and now the shaders don't seem to be making effect in unity, either
I tried different ones, played with the intensity, no effect
Can you screenshot what you set?
For the shader settings? Alright
i got everything down under 10mb but all of these are still showing and i assume theyre whats stopping me from converting the build to android
🛑cant upload
can (but shouldnt)
so whats stopping me from changing it to android?
what it says
Check console for errors.
thank you 🙏
Do you think I might've set the environment light incorrectly?
Probably
Do I have to manually add the default VRChat emotes to the radial menu every time I make an avatar? Or is there some way to quickly do it?
Try lighting source to something else.
There won't be a correct one anyway. You have to try with more lighting environment because different world has different lighting.
Yeah I know it won't be totally 1-to-1, I'd just like a general idea. As for lighting source, you mean like putting in a spot light?
Set the "Source" dropdown menu.
Are you sure you're changing in the correct matterial?
I definitely am, yeah
Have you try using gradient or environment light?
I did
what if i want to know how many people or who's wearing my avatars, is there a rule regarding that?
Yes
How do I make it so that in my Float animation, I dont see the blendshapes slowly go to the next one when I use a radial wheel? I want them to SNAP to the next blendshape, not "stretch"
The animations are right, so I am not sure what to do...
in animation switch from keyframes to curves, select all, right click, constant
this is the first time i get this kind of upload failure. help pliz
PreprocessAvatarCallback
dont hide ALL red errors especially the top ones
I need to find a DBTG avatar,But I can't find it,Can someone help me find the avatar?
my bad,
(trying to upload face tracking)
Ask in #1138520828556890214
delete or update - gesture manager
honestly cant even find it, package folder got taken over by vrcfury or idk whats happening
i could try to delete via folder
got it
you shouldn't do that. just remove/reinstall from VCC
oops.
this is a 2019 project which got updated to 2022. i added the gesture manager manually like a year ago
so this was the only way i can delete
So, I asked something in #avatar-general and would like to know if it could work that way.
Sure, you could do that
nice
So now if I ever get to 9+ outfits on my avatar
I can save on params with a single float param for all of the outfits
with a blendtree on the animation controller for it on the backend.
yep
does anyone know why a toggle would work in gesture manager but not in game? im trying to toggle on these earmuffs, and it works fine in unity, but in game theyre permentely on and glitch out
can someone help me with this error in unity?
Hello everyone, trying to upload but I keep getting this error every time as it fails to upload
if there are more than just those two errors (red), show the first 2-3 (at the top), these aren't useful alone
Alr, bet!
These are all the errors listed
@somber sequoia
no need to ping me on this
Sorry
not really anything useful here unfortunately
maybe that last one, if you have a blueprint ID but shouldn't - if it's a brand new avatar, go clear that, it's in the Pipeline Manager component near your Avatar Descriptor
It's actually blank
k, then that's a side-effect error, usually you see others before that
I don't know what the issue is so can't really advise further
any idea why my AudioLink doesn't change colours? I animated the hue shift but it doesn't work in game
Hi, I was trying to upload a non-human avatar to VRChat, and everything worked fine, but when I try to set up a menu to configure some animations, it doesn't show up in the game. Does anyone know how to fix this?
What are the tools called for Unity Avatar that can grab clothes or hair?
playmode and click a physbone with radius then drag with mouse , was a script that allowed it in scene too (forgot what that ones called)
How can I smooth out my model without breaking the shapekeys working in unity?
Does anybody know if you can make Modular Avatar toggle an animation?
For example, I want my avatars tail to wag with an On/Off toggle. I already have the animation, but is there a way to set it up through MA?
im trying to upload a avatar and it seems alright in the console but it dosent showup in game and the website turn me into a error bot when i try to switch
people who write shaders - I'd bet it's written for older unity or something. it probably isn't a problem though
Trying to upload the model , that's the limitation I have been getting
what's the error log looking like?
I can't possibly upload the model
you're getting 3 red warnings, what are they?
Those are the other errors
yeah the shader things aren't blocking an upload
From what I have there, what do you think might be the limitation?
I haven't seen enough, those two errors you've shown don't really point to anything
Imma upload it again and snap what it says
Can anyone teach me how to make an animation toggle on/off? I already have the animation made
I wasn't able to find any tutorials
for example: https://www.youtube.com/watch?v=XqtSg6_W07Y
I don't mean an item toggle, I mean like, a moving animation
I'm trying to make a tail wag
doesn't really matter what the animation does, just skip to the part about making the animation work
though for tail wag I mostly just toss it into a layer in FX
nvm i fixed it but like sm the shader aint showing up how they look in unity
yes they're likely stopping you from uploading, can you show what they are?
What I discovered is the model is having a reroshaders and I think it should be liltoon shaders
on your original picture it says you have 3 errors, there's only two here
shaders shouldn't really prevent you from uploading
Oh! Let me fetch the whole stuff
there's only two errors now?
Yes, I tried to re-upload the avatar again and got those
one of the errors is to do with your sdk. Is your VRCCC, sdk, and unity version all correct
2022.3.22f1
Yeah! It says "current version 2.3.1 and new is 2.4.1
try updating it then uploading again
Doing that already
also make sure to update your sdk in the manage project window
(in the vrchat creator companion)
Does anyone know why she's standing like this.
Does it have gogo loco
that's the default pose when doing animations in Unity. You can reset it with Pumkin's avatar tools or similar
possibly just by selecting a different animation clip
Doesn't seem to change anything.
Hello again! I return with another dilemma. For some reason my avi isnt working correctly, I made a rig, weight painted, posted a PC version, downloaded and used "VRCQuestTools" Unity pack, imported and ported to quest and updating the avi. But heres where the problem comes in, when I load in with the avi equipped my Camera (which I set at the head) was lowered and facing the crotch, and the avi was T-posing. How do I fix this?
So idk what's going on but every time I click on the "configure button" on my avatar's rig, literally nothing happens. It doesn't show the avatar mapping tab.
nvm I think I fixed it
When I made mine, I hade a similar problem, my button just DIDNT show up 😦
nvm I didn't fix it
bruh what is going on??
bro unity is acting weird
I can't even extend my animator component
mine said something about the rig lol
and Unity entered "Safe Mode"
but I exited said mode :3
I figured it out, I just had to reset the layout
hope this helps !
How do you do that?
Didn't do anything, but thank you for your help.
I'll find a way around it somehow, lol.
if that doesn't work I'd try going through and removing the playable layers
but if it uploads fine and just looks like that in unity it's not really a big problem
It's a paid avi I'm helping a friend make lol. So gotta fit it somehow. Would be a pain to have to start from scratch
only thing I can think of that should cause it to be fixed in that position would be some sort of controller layer. Make sure the first layer of the FX layer is blank and remove playable layers until you find the culprit
if it's genuinely not any of that and you've tried all of that, maybe enforcing T-pose?
how to enforce t-pose (I don't think this will fix it tbh but worth a try if nothing else works)
What's the easiest way to test param syncing between PC and Android?
I need help making this normal color instead of pink and to help import it to vrchat
Does anyone here use nomad sculpt to make avatar models?? I made an avatar but can’t figure out how to get it from my tablet to my computer to rig it
wrong unity version, pink - select material and select a shader or import what it requires (( https://unity.com/releases/editor/whats-new/2022.3.22 ))
Yes, exact sama paramter list is the best.
If you use VRCFury then some recent version from some months ago added some way to handle the syncing behind the scenes.
If you want to be 100% sure it works then the only way I know of would be to have two accounts, with the alt being logged into your android phone/Quest/Pico or etc.
VRC Fury does a pretty good job of syncing
but when you start removing components on the quest version, it can get weird
Not anymore. It automatically aligns the parameters even with missing components
If you're getting weirdness, report it
Ok I'm on the 2022 one
What do I do to get the pink off now?
6000 still
yall got any ideas on how to rig a lego minifgure properly
rig it how you normally would as a humanoid
most of the work might be in the weight paint
not really..? if you are importing a lego model from somewhere else, just make sure to move the arms into t-pose
I can guide you through the process in blender if you like
Is there a way to have multiple audio clips for the same contact? and have it randomly play different ones? I have a bell on my avatar. And, i have it set to ring on contact. But, i thought it would be fun if it could cycle through different ringing sounds. To also keep it less repetitive.
is this something that's possible? (and not super complex and/or resource heavy)
hey so how do I edit textures that belong in a root folder? I wanna add emissions but I am soooo not trying to make copied materials just for Unity to whine about me having too many materials.
VRC Animator Play Audio can do this
yes, but you'll have to do a small bit of blueprints in unity to get a randomizer going
@restive bronze select every ball from inside the model, right click, extract. now its editable
click the armature. on the right theres a button that says "extract materials". Save the file location and they'll pop out
thank you
i'll look into it, thank you!
i swear half the battle is knowing the correct keywords to toss into google
animator audio kinda new stuff so ye prob not lots of tutorials covering this
but the docs are actually kinda good
would anyone know how to rescale bones to a mesh that has been resized by a shape key?
edit armature, put 3D cursor at bone chain root, select all bones, scale out along Y with the transform center being the 3D cursor
well, I shouldve said that i also want the bones to be rescaled with the mesh too
so collisions arent off in game
you can scale non-humanoid bones
I know a model that presses a button to reset bones once something was scaled
something like that ^
scale bones , dont use blendshape for it
it will also scale any physbone radius alongside it
ohhhh, do i do that in unity?
thank you!!!
For some reason, it only works in Unity and not in vrchat. I don’t know why
It uses contact receivers
Try using the contact overlay to see if the contact is triggered, and also use the debug menu to watch for parameter changes and animation state transitions
This way you can debug in game
Parameters work, but no animation
Also
I have a bunch of different textures for the sweatshirt on this avatar I would like to be able to toggle through, is there a good way to do that?
@marble prairie #avatar-help message
Is there any way to completely stop the elbow from twisting and make all the rotation go into the wrist? I want something like VAIL's arm IK but everything I've tried has resulted in my avatars movements not matching my own. I've tried FBX muscle settings to no avail and I'm aware IK 1.0 can achieve this with incorrect bone hierarchy but overall IK is worse. I've been struggling for so long on this one issue!
twist bones can help this, but we don't get bone limiters unfortunately
I've tried twist bones, but still no luck.
ah, I find it cuts down on how weird that can look, though it doesn't eliminate the bit at the end
I'm just looking to push all the rotations to the wrist and have the forearm lock.
Could anyone dm me, I have a few questions about custom avatars
you're more likely to get answers asking in public
whats the best compression format to use for quest to make things as optimzied as possible
does anyone know how to make my tail not roll weird? I want the underbelly to be on the floor
probably re-orient the bones in the rolled animation
Does anyone know the solution for these errors?
are those the only 4?
Yes
oh annoying, none of those are really much to go on
They're all talking about VRCSdkControlPanelAvatarBuilder.cs. I've tried deleting it and I've tried reinstalling the VRCSDK.
I also created a completely new project and still got the same error messages.
Is there a way to increase the smoothness of my model to keep things more rounded without breaking the blendshapes?
if just a simple "shade smooth" doesn't work and you need to alter geometry, you may have to something like split it apart, use a modifier, apply it, then join back
What sort of options are for splitting and merging after the modifer?
I know its in blender
Anyone know where to get a good cloak asset??
I any reccomended addons to blender for splitting it apart?
select parts in edit mode, 'p' to "part" that section out into its own mesh object
no need for add ons
And after its seperated how to I merge them?
"Join"
select both mesh object, ctrl+j
you may want to merge any overlapping vertices too. And so we're clear: this is just an idea based on very little information, maybe it'll work 🙂
(make backups)
Okay, so Seperate the mesh from Armature and keys, add the modifier, join
er... no
meshes aren't joined to armatures, so you don't separate. I meant separate the parts of the mesh you want to do retopology on so can use a modifier on it and not affect blendshapes. Then join back after.
Can anyone help explain why the nails seem to "clip" when shown in the mirror? I dont understand why this happens. The weightpainting is not the issue.
And yes it is the same hand
When I join them back it reverts to without the modifier
How are they added? Are they part of the hand mesh or seperate?
Yes, you need to apply the modifier before you join back
Yes, modifier was applied, but when I joined the mesh back it seemed to revert
I'll keep tinkering
I have a weird thing that happens now.. I watched a tutorial to get gesture expressions going, that explained to repurpose a hand gesture controller for emotions.. I followed all the steps correctly, but now whenever I use any gesture, my tail size instantly increases.. My tail size radial puppet doesnt work now too
i deleted my previous FX controller accidentally, so now im just using this one
Ok, I must be seperating something wrong because on the new mesh it made for the body it wont let me apply it saying the shapekeys are in the way
when you split things the new object will have all the old shape keys, that's normal
Your tail size is controlled by previous FX. If you just replaced the FX and deleted it, it will no longer work.
do i just recreate the tail size puppet again?
Or you could just import the previous FX back from the package.
but my last fx doesnt have the hand gestures i need for gesture expressions
How do I get the subdivide surface modifier added then? Or am I missing something
You could either recreate the hand gesture layer in FX and put emotions there. Or have 2 separated FX and use Av3Manager to merge controllers.
that's one that usually can't be applied with shape keys, so you have to delete them. You could try a tool like this, but I've not had great luck with this modifier:
https://github.com/przemir/ApplyModifierForObjectWithShapeKeys
Otherwise, you could change the mesh topology manually
..im just gonna try to recreate the radial puppet for now
how do you get the original FX back?
restore from the backup you made before you changed things.
Import from the package you got it from.
oh, or that, if it's an original one.
It should be quiet obvious if they created by themselves they should know how to manage the controller.
im making the model
And you just deleted the controller without knowing that is necessary to make it work?
mistakes are part of learnin' 🙂
Yes it sure is.
LOL, my blender keeps crashing when using the addon to apply it
yeah, as I said, I haven't had good luck with that 🙂
just modifiers that change the vertex count, for others it works great
Can anyone make heads or tails of these errors?
Not seperate the body and nails are the same mesh
Put my avatar into blender to remove the leash and it's bones. I exported it and put back into unity and now the jacket has exploded. Help?
When Exporting FBX do these settings
These are my current settings
I just re-imported the version before I removed the item, and removed it again- and I guess it didnt explode this time.
🤷♂️
Dont you love it when things spontaniously work
I got it to work
Try a different shader
anyone have any idea why this is happening ?
animation is working
sorry just checked discord
you can see the animations are playing
something is preventing them from actually affecting the model
but they are playing
left and right are backwards. Try renaming them in blender with Armature>Names>Flip Names
can you send a screenshot of the animation?
like in the animation window, with the properties and keyframes
Thank i did a check an seems 8t was the problem 🥲 thanks for confirming this ^^
Hello, is there someone available on helping me making a toggle work properly? i've got a footprint toggle, but when i activate it, the foot prints spawns when i'm still, and then when i walk they don't
Also, after i stop walking, they don't start to spawn again, they just spawn the moment i toggle them and that's it
In unity, from the game mode they seemed to work properly, but once in vrchat apparently don't
Just to clarify, i didn't made the gimmick, i downloaded it, so i don't really know what's happening under the hood
We cant tell you anything if we dont know what you are using
Can i send the gimmick in dm? or unitypackage how you wanna call it 😅
Do you also need the video of what's happening?
I also tried to ask first who made the footprints about the issue, but apparently the creator is unavailable since a lot, so my only chance is to ask around
Where did you even get it
Dont use that website
ah
something wrong with it?
i mean was one of the first links that popped for when i was searching that script so i don't know 😅
If you mean the website i think you mean then they distribute ripped assets. Literally stolen goods
ah
didn't knew
I'm searching right now the original creator, and i really can't find his script in any other website, that's really strange tho
Maybe he deleted it and that's the only place where wasn't?
Maybe he deleted it because people kept downloading the ripped version so there was no point in keeping it online anyway
Well you werent ever meant to get the one on that site
Yea got it, but isn't my fault if that was litterally maybe the fourth link that popped without even an original source 🤔
I'll be more careful
I don't really know places for searching this stuff
Theres a trail on gumroad
Gumroad, booth, jinxxy
Thanks
Can i ask the link?
Maybe that works better if isn't the same one i got
I dont have it rn
can anyone teach me how u change eye texure or give me a tutorial link i didnt find one in yt
Hey I am making some gesture toggles is there any way i can remove the face animation when i do the gesture toggle? (I'm spawning a mic and don't want to have a angry face the whole time holding it)
Its not a universal thing to teach
You just edit the texture for the eyes using any image editing software
Is there a Unity asset for moving the hands how they would in game so I can see how items fit in them?
yeah its called avatars 3.0 manager
it also allows you to test toggles and stuff without building and testing
Thanks
this mesh is perfectly simmetrical, no material maps are applied, why is it creating a sharp looking edge? i already checked the face normals
no it's not, i'd know
only this side looks sharp like that, other side doesn't do the same artifact
orientation as you see all correct
Two things: In object mode, try setting shading to smooth. If thats not working, you may have a mesh gap here that you cant see bc the vertices are literally on top of each other. In this case, try merge by distance and set distance to tiny af like 0,00001
nope none of that, i've manually symmetrized every vertice and guess what, i found the culprit now, for some weird reason there was a face inside, issue solved
ty nevertheless!
(im sorry not trying to spam or anything i just dont want to be drowned out)🥺 🫶
Hey I am making some gesture toggles is there any way i can remove the face animation when i do the gesture toggle? (I'm spawning a mic and don't want to have a angry face the whole time holding it)
You will need to add the parameter to the gestures
if i remember right you might have the face animations with the gesture parameters in your FX layer
so probably remove those
All you need to do is add the parameter of the toggle as "false" condition to the gesture.
Not completely sure what you mean here
i understand now
thank you!
My avatar is stuck with the bike hands glitch. I tried following tutorials on ytb to reset to tpose but none seems to work. Is there a way to fix the bike-hand bug?
Like the avatar in this pic
Yes, that's just the biker pose, nothing specific to the hands. Use pumpkins avatar tools to reset the pose
Thx I’ll go download the tool
I did a my first time head swapping a model and it went perfectly! Even the fbx in unity was replaced without issues but I'm lost on the final stretch. The prefab like with textures and everything is just invisible, yet everything is applied right, props are placed right and everything has its material and all.
Is there a way to give it the textures in blender? Like so it's not grey and black
Thank u for any assistance
Not that I know of. I've seen them wig out like this when someone puts a physbone component on every bone in a chain though
wym by it's invisible? like you can't see the avatar in unity?
Does anyone think they could help with this? :0
idk how EasyQuestSwitch works
I'd just advise you to learn to convert yourself, less likely to run into bugs and issues once you know what you're doing :)
I know it might seem daunting at first but it's really not that difficult!
oh good
I don't want the avatar to actually be quest compatible, I just want the character's hands to show in first person, and it worked almost every other time just by me installing the package
why would the hands be missing, that's weird
It didn't work with another avatar I had and I have no clue why
what in gods name does this mean /Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2259
Its the reason it wont let me upload
it says something with the av3 emulator is broken, should i just take that outta the project?
yea thats probably what it was then cause it said something av3 is broken needs reinstall or upgrade)
yea that was the problem thanks
I fixed it by moving the view position lower (It was way too high up)
Why is my armature's thumbnail preview a mesh though?
ohhh do you have a bounding box issue?
Didn't get any errors about it, but when I go into avatar configure mode, the character's hat is HUGE
you wouldn't for what I mean - do you have parts of your avatar outside of your bounding box for some reason
it'd be weird, but dunno
Help? I keep crashing when I load in vr chat
I don’t know if the problem is because of my avatar
I was just in an avatar world and I randomly crashed because I clicked on random avatars, help would be needed😭
go to the website and change your avatar
ah yes thanks
I am currently adding an item into my avatar and i was wondering if anyone knows how to add the scaling on the item, so you can change the size of it ingame
(Very likely) dumb question. I try to throw a tail I just bought onto my avi, but it doesn't "move" in play mode when I try and drag it around, despite it saying it has bones and is rigged on the store page. Is there a step I'm missing or..?
how did you attach it to the avatar?
I mean, it's a set of ears and a tail, so it came in a parent prefab. I just dragged and dropped it. I don't know if I need to split up the bones and make two different prefabs for the tail and ears or not
It's attached to my avi as a parent
Does it have VRC Fury stuff on it though? If not you need to attach it to the armature somehow
Also does it have physbones in the prefab?
Can anybody help me with this?
I was able to upload the file, but once I reopened the file to upload the new version to fix a material error, I got this error 300 times
I tried to link it via VRCfury before I came here, but no dice. Also I don't SEE any physbones in it no
ah, you'll probably have to make those then
but I'm probably blind, because I also dont see any physbones in the base avi's ears
unless those are all of the errors, paste the first 2-3 (at the top) - these aren't useful alone
That's the only error
huh that's weird.
That means some of your playable layer assigned in avatar descriptor is corrupted.
Do I just remove the descriptor and redo it?
Maybe it was the vrc fury toggle layer I added in
It was that and changing an anchor override to make my face the same color as my body that I changed before uploading
Would this mean I need to redo my gesture manager that I created? If so it only takes 10 minutes
You probably meant something else that isn't gesture manager. But whatever that can get you new animator controller for the avatar.
Gesture manager is an add on I got to make my radial menu to toggle outfits
As for my animation controller, it sounds like your saying it might be broken?
So when your saying I need to redo my gesture manager, that's my playable layers being broken, I need to redo my gesture manager
GestureManager is an add-on tool for debugging in Unity in play mode.
I suspect you're referring to an animator layer that does your gestures
or possibly the gesture animator itself?
Oh I'm blind sorry, it's something else manager then (I am typing for someone driving currently who's trying to figure out how to debug their avatar)
no worries! Just good to make sure we know what we're all talking about here 🙂
So should I redo the animation controller?
You probably meant Av3Manager.
Expression manager
Sorry by the way, the person I am typing for got back into modeling for the first time after 2 years
Could something like using vrc fury toggle component on a clothing mesh at the same time as using expression manager cause issues?
Perhaps I just got unlucky and something corrupted and that there wasn't a way to really prevent said corruption
I know for example, a couple years ago there would be cases where you would corrupt your avatar by pressing play and it being stuck in play mode and having to redo the whole model, this is what I mean but random corruption
(Nowadays There's so many new optimized add ons that make this so much easier, which is awesome to see. This stuff used to take ages back in the day lol)
Alrighty. I deleted the animation, but I can recreate it then
Oh like it was just showing the bones and such. Friend helped me texture the fbx and apply controllers. Though in testing mode the face mesh doesn't show up.
can someone translate
are there any errors above that top one?
nope
been seeing a lot of this lately
yk what it means
not really, it's an error without useful context
hey im trying to make a custom mamehinata avatar for quest but i am struggling (this is my first time) and i would appreciate some help when it comes to some things
any idea why I can't select specific bones in Weight Paint mode in Blender 3.6?
I click the armature first and then shift select the mesh, go into Weight Paint mode and nothing :/
Does your mesh have an armature modifier with the right armature set?
there's only this
that's why then
do I just delete it?
I don't know what that is and wasn't talking about that one
oh x) I see
hmm it does have the armature icon - open it up, see what it is
yeah I was wondering about the red
I just had to put 'armature' into the Object and now it works, thank you!
You might want to rename that so you know what it is later, by default the name is simply "Armature".
okay good idea
is this a generic avatar, cause they are funny with parameters
if your animator not pointing to any mesh fx/ect will have no clue who to talk to
No, that's a humanoid avatar
so does anyone know how to make it so a part of the avatar is gone completely because the tail just ends up stretching
i deleted it from the hierachy but this happens
you may have deleted the bone armature.. youll have to go into edit mode and select the vertices of the tail and delete it from there
can anyone help how to import avatars?
Sure, ask specific questions if you can
i just bought an avatar from booth
when ever i import it say attmpted to load the data for an avatar we do not own, clearing blueprint ID
says 3 errors (red) yet you show only one. Please show all 3.
you can filter out the other stuff with the icons in the upper right of the console window there
some of those "missing meta file" warnings are suspect though, did you install the SDK via VCC?
huh... something weird about your SDK. Possibly try "reload SDK" from the VRChat SDK menu, or re-opening the project
are you trying to upload for quest?
no
oh hmm
I'd just install the android build and see if that fixes it
yeah seems like you're in android build mode
Need help Removing the object attached to the side of my avatar. I can’t seem to delete it
Do it in blender
You cant deletethe bones or mesh in unity
how do I fix this
is it the size or something?
I don't care about performance, I have a 7900XTX lol
works offline tho
(Also performance optimization is out of my talentscope anyway lol)
..h-how did you even get 600 phys bone collision checks?
¯_(ツ)_/¯
also thats the issue
How do I fix it then
is this a model you made? or are you importing a premade
I know basically nothing about Blender et al., lmao
ohh
Technically both
It's a VRM
i have no idea what that means
okay..
phys bones are a unity thing.. just go under the arms and legs and see if theres any random phys bone scripts that are unwanted
This is what I see when I hit select
Right, so how do I fix this
ah yes the vrm converter that always leaves a mess and 0 angle
bleh , not even hard to get it to 1-2 materials
click on J_Bip_C_Spine and see if theres a phys bone component on the right
I don't intend to optimize this beyond what I need to
There is yeah
delete it
Won't that delete all of the child nodes
and do that to all respective highlighted ones in the photo u sent
no
Won't removing all of them effectively get rid of them
Granted, I don't actually know what a physbone is
All the component does is tell the bones that they will have physics in game
almost all avatars only have physics on their tails or hair
none on the actual body
Ah okay
once you delete all of the components, lmk if the phys bone warning goes away
it did yeah
I kept the upperchest because I assume that's what controls the jiggle physics lmfao
How do I reupload?
Do I just hit Build & Publish again?
yes
ty
you can delete the one on J_Bip_C_UpperChest. Jiggle phys bones would most likely be inside the breasts themselves; J_Sec_L_Bust1 / J_Sec_R_Bust1
they should be..
Hmm
you can add them if you like
It still says securitychecksfailed
That is... well beyond my capability
you just click add component and then search for VRC Phys Bone Component
phys bone
all of the others are physbonecolliders, but ok
these are a good start point for realistic jiggle
alright
honestly dont be afraid to change settings and go back and fourth testing them
do I remove the physbone on the upperchest
Huh???
Yeah
go ahead
okay
does anyone know why my nose is gone? perhaps it's not assigned to a vertex group in blender but i assigned the mesh to the head vertex group, shouldn't tht have fixed it? some other vertex groups have the nose as well. and when i weight paint it, it's red
hm, yeah, it won't let me use the avatar
it still says security checks failed
ill see if i can delete it and reupload
can i see the errors in the VRC thingy?
A... what
How do I fix that
also, if I wanted to add physbones to the tail, do I just do the same as I did for the chest or do they already have physics
So what do I do with this
it should be fine now
still says this
oh wait im sorry
click your avatar
on the right, does it have a VRC avatar descriptor?
okay
aswell as this one
drop down J_Opt_C_CatTail1_01 and select the first bone under it
put a phys bone component and that
the first one under it
okay
yes
ok
@verbal heath
ty
mhm
so
if you want your tail to look how it is rn in game
and not sag
just turn off gravity
define sag