#avatar-help

1 messages ยท Page 36 of 1

verbal heath
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wdym

young cairn
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rn the tip of the tail curls a lil bit

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but if it has gravity itll just hang

verbal heath
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i don't particularly mind that tbh

young cairn
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i would only use gravity for big tails

verbal heath
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ah okay

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i'll see how it looks ingame

young cairn
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but if thats your thing then go for it, again just test things out!

young cairn
verbal heath
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:/ it STILL says failed

gloomy flint
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i use gravity for long tails, tails i want to droop a little especially if laying on my side or smth, or tails that are designed to hang limp (ie. Cow tails or something similar) so if i bend over they dont stick out like they're plastic lmao

verbal heath
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do I have to build it with 2022.3.22f1 or something?

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i'm just using latest

verbal heath
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Oh...

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Fuck

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Why is that just a warning then

somber sequoia
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VRChat runs on 2022, you can't use a newer one

verbal heath
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Should that not be an error

thorny pasture
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hello! Im new to blender and I want to duplicate this bases tail to where it has 2-3 tails instead of just the one, but I have no idea where to start without breaking everything, and unfortunately there are no tutorials on how to do this lol, any help is appreciated (if this is the wrong channel for this feel free to point me towards the correct one)

gloomy flint
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yellow warnings are usually 'this probably wont work but you can still try lol'

verbal heath
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will 21f1 work

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theres no option for 22f1

thorny pasture
verbal heath
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its the only thing I can think of being an issue

somber sequoia
verbal heath
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animator was alr fixed

gloomy flint
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update to the latest unity then resent a picture of your SDK before you upload an avatar-

verbal heath
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?

somber sequoia
verbal heath
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im assuming 21f1 will work in place of 22f1

steady summit
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why in Edit Mode the earring looks like this and then in Object Mode it looks crooked?

verbal heath
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right

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there's no option for 22f1

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only 21

somber sequoia
thorny pasture
verbal heath
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vcc wont work for me

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archive it is

somber sequoia
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I can't use vcc either (linux), so I just do it via UnityHub, there's an archive button.

verbal heath
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also linux lmfao

somber sequoia
verbal heath
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I can ignore compilation errors right

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No, I guess not

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how do I reinstall a package

somber sequoia
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how did you install it the first time?

verbal heath
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dragging and dropping the avatar sdk in

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i tried just doing that again

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didnt work

verbal heath
somber sequoia
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ah, I install the SDK via vpm, the command-line tool like VCC, that may be a good option, or perhaps Alcom.
But you can delete all the installed files, and just re-import the package.

verbal heath
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okay

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how do I do that

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it says deleting a root folder is not allowed

somber sequoia
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do it outside of Unity

verbal heath
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oh

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ok

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nope

verbal heath
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do I have to just remake this

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can you not convert a project

somber sequoia
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from what to what?

verbal heath
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6000 to 2022.3.22f1

somber sequoia
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ooh, I'd close Unity and delete the Library directory in the project, then re-open it

verbal heath
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ok i can just export the avatar and then make a new project

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oh?

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ok

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close unity or unity hub

somber sequoia
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Unity, hub has nothing to do with what's inside your project.

verbal heath
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okay

verbal heath
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i'm just gonna remake it; i exported the avatar

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hm

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when I click "edit" on view

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it doesnt show the draggable thing

eternal plinth
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hey, need help with a blender model. not really avatar related. willing to pay a bit

open sonnet
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Has anyone uploaded a Rindo, This is my first booth Avi I am uploading and it came with liltoon shader and the rindo FBX. I import both and she says pink. I am still fairly new to this and my Autism wants more data to fill in the blanks but data isnt there on the instructions. Anyone who's done a Rindo before PLEASE HALLLP

somber sequoia
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pink = broken material, likely a missing shader

open sonnet
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Ahhh I imported the unity package for lil toon I am guessing I need to do something to apply it

gloomy flint
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why didnt you just import it into VCC and apply it to the package? Also Liltoon isn't the only shader the avatar needs if you looked at the requirements

spark walrus
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Not sure if this is something you can fix but how can I make to where guns from games like prison escape, murder 4, blackout etc closer to the hand and more center . I ask because some avatars have a better item positioning

open sonnet
gloomy flint
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lmao- yw

steady summit
steady summit
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๐Ÿ’š

winter edge
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If my particles are in my head how can I make them show up in mirrors?

indigo compass
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Uh, they should appear in mirrors.

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I guess maybe you still need the headchop component?

fallen cobalt
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Yesterday I managed to successfully use CATS to apply bone scaling changes in pose mode, to allow me to scale some bones down to change the size of parts of my body

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This caused two wonk bugs: my eyes were snapping to a weird position, and my hands look like they've been steamrolled

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I fixed the eyes by removing their bone references from the Human rig in the rigging settings for the model

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But does anyone have any clue how to fix issues with hands spreading and stretching in really weird ways after making size adjustments to the bones?

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There's an example of the hand opened, it's... really stretched and freaky looking ๐Ÿ˜…

gloomy flint
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gamtor,,,,

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๐Ÿฅบ

fallen cobalt
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is it too thin in blender and needs to be thickened? The difference in Unity is so strong but I'm not sure at all why it's happening...?

hard crescent
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Q: Is there a max distance you can make a 3D audio source for an avatar before the sound just Doesnt Play Anymore?

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for testing I have a 3D sound source on one avatar set to 100000 meters but it doesnt play at range past 300 or so

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(this is for a roleplay avatar, not something im gonna be pestering people with in random worlds)

pure isle
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can't send a picture but i have a model where i made a custom top. when i assemble the outfit in unity eveything but the top is moving accordingly.
the breasts move independantly. i know that the shirt is weightpainted and correctly attached in blender. im not entirely sure what i can do to troubleshoot

iron kindle
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Ok, new issue, A hole has appeared on the model in Unity and in VRC but I cant find it when opening in blender

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Ok I think I seaked it but now the area has some weird grey untextured parts

ornate stump
fallen cobalt
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Hey, I fixed my issue today! I had to go into the Humanoid Rig settings for the model in Unity, then "reset" the pose and "enforced t-pose" and the hands were fixed. I'm not sure what caused them to wig out during my edits, but resetting the model fixed the hands, and re-enforcing the t-pose didn't re-break them sooooo all is good? :D

gritty zephyr
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I am not an Avatar creator but I do wear an Avatar it is called blue and yes it is blue from blues clues but unfortunately 1 day the clothes desynced from the Avatar and now PC users see her naked except for the beanie on top of her head. I would love for someone to contact the avatar creator and see if they can fix it.

spark walrus
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this make a difference inn performance? not sure if ittl lag annyonnne

muted night
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I'm trying to Animate My Avatar's Eyes in the FX layer, but nothing I do makes them move.
Literally just needed to do it in the Additive layer, ok

frail karma
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does anyone know how to fix when you use a model in vrchat and it legs are just stiff and have no animation for walking? its like when i move around in desk top they kinda float with the body but dont physically move like walking

sudden hawk
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I cant upload my avatar bc it says upload failed, what may i do?

gloomy flint
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if it has gogo loco you might not have put the correct layers in Crude

arctic ginkgo
stoic bobcat
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whats the prefab that people use to make clones and ragdoll? trying to use it for my loki avatar

verbal pendant
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hiii does anyone know how to achieve this type of shading? (this image isn't mine and i got it from pinterest)

stoic bobcat
iron kindle
verbal pendant
tough token
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is there a way to combine these

junior void
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sure, in blender. but why would you do that

tough token
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considering unity highlights those when i click on the problem

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currently im at 540 collisions which is like 38 above the pc max

junior void
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That's way insane

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You realize you could also just get rid of physbone scripts and/or lower the collider amounts in those scripts?

tough token
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uh

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explain im very new to this

junior void
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that sounds like the animation itself broke

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that can happen if you change the name of clothing

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cuz then, it cant find it anymore

junior void
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find the physbone scripts

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in the scripts, find the "collision" part

tough token
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scripts uhh

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where can i find themm

junior void
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it depends where you added them

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some people add them straight to the bones they need to go

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other ppl make a "folder" call it dynamics or physics and put them there

tough token
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i see "avatar descriptors"

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what extension would they be under

junior void
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I will repeat myself

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Sometimes, people put the physbones right in the bones they need to go, in which case theyd be on your armature

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Such as in the hair for hair jiggle, on the ass bones for ass jiggle and so on

tough token
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its an import from vroid

junior void
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Where were spring bones before

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Likely on the root, no?

tough token
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i believe so

junior void
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Did you see and scroll past your avatar descriptor

tough token
junior void
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open this

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Then click this

tough token
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ok

junior void
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then in the inspector window, see whats there

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youre looking at things on the actual avatar, not for files in the asset folder

tough token
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oh i see the scripts now

junior void
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This is crazy basic stuff, id like to suggest watching general tutorials

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As for vrchat, no avatar has a collider on the spine

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I know vrm does this

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But colliders are not for a humanoid setup here, we use colliders so that physbones (hair etc) does not clip say thru the chest

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so you can remove any and all physbone colliders that go past this sense

tough token
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so like remove the ones on body parts

junior void
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Here's an example

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this is my avi

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i want the tail to collider with the legs so the tail doesnt clip in front of me when i walk backwards

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so i have colliders for that AND those colliders ARE ASSIGNED in the physbone scripts of the tail

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So you see, spine, arms, head, totally unnecessary for anything

tough token
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i see

jovial spoke
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I'm new to avatar making and I need some help with facial expressions. What I'm trying to do is making simple expressions by rotating the eyelids and jaw bones. I've set them up on hand gestures and it works in unity, but not in game. Am i missing something or is it not possible, bc i'm using said bones for Eye Look and Jaw Flap

tough token
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when i was being taught how to make avatars from vroid they never mentioned this

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i assumed it was optimized already

junior void
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this is specific to vrchat

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vroid set collider stuff for each limb

tough token
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oh so theres a lot of colliders littered around

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wow

junior void
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yes

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because the two systems work quite different

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if you look at the avatar descriptor and scroll to the bottom f it, you see that the sdk even auto-assigns certain colliders already

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such as for the hands and fingers

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this promises that everyone can move peoples physbones even when they never added colliders to fingers

tough token
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so should you only have colliders on specific hair and stuff you dont want to clip into your body

junior void
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You wouldnt put colliders on hair

tough token
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didnt you put one on your tail

junior void
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you put the physbones on hair and colliders on things you want them to collide with such as the arms maybe if you have long hair

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no

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i added physbone script to tail

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add collider to legs

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then ASSIGN the collider in the physbone script

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this img is from the tail physbone script

tough token
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my hair is really short so i dont think i would need colliders on my chest, legs, arms etc right

junior void
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right

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thats good, less is better

tough token
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can i simple uncheck the check boxes on the scripts

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or do i have to remove them manually

junior void
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its better to get rid of them

tough token
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I heard you have to select android platform for it to be quest compatible is that ture

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true

junior void
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you have to select quest as build platform and upload it - if it lets you. Yes

tough token
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it told me it was disabled

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also im still appearing as a robot ingame

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that was the only limit that i was aware i was over

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theres these but i was told they shouldnt be a problem

junior void
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the top most message is important

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if you use any other unity version than supported, even if its newer ones, youll always be a bot

tough token
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when i opened project in VRCC

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it said i could switch to the recommended version and i clicked it and it switch

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and opened it

junior void
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you should use 2022.3.22f1

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it may have had a hiccup but thats what you should use

sweet crypt
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how do i make outfit presets

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using VRCFury specifically

junior void
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I usually include the armature from the hips out so that i only need one armature link component

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Could mean something else by "presets" tho

sweet crypt
junior void
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So whats the goal here?

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Have all these on by default?

sweet crypt
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how do i explain i guess i wanna swap between outfits without having to toggle each item n and ff

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on and off*

junior void
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As far as i know, you cant do that with vrcf alone

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i did this in the past and what i did was i used a full controller component

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made toggle animations myself

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put them all into an fx layer by hand (yes it sucks cuz its a lot of work)

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and then for whole outfits, you can use parameter driver to drive all toggles of one outfit by one button

sweet crypt
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that sounds like a whole lotta wrk i aint feeling tonight xD

junior void
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it is a lot of work, youd have to create each toggle animation (on and off) and then add that to an fx that vrcf then can merge on build

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thats the only way i see it possible though

sweet crypt
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well ty

junior void
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you say "eye lids" (assuming blendshapes) and then eye bones, which one are you using? Which layer are you using?

jovial spoke
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i use the eyelid bones to rotate the rigged eyelids and the FX layer

midnight slate
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Completed โœ…โœ…โœ…โœ…

junior void
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i dont think you can animate humanoid bones in the fx layer

midnight slate
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Does it looks cool ๐Ÿ˜??

jovial spoke
junior void
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sounds like what youre trying to do - a minimal change to humanoid bone that doesnt replace other animations but "adds"

jovial spoke
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I see. Gonna try that whenever i can

small kraken
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Whats the correct way to make a clothing moves with a physbone that is part of an avatar?

I rigged an outfit, set it up with either modular avatar or manually dragging the bones into the armature but i cant get the clothes to moves with the bust physics.

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Same happens with some ear rings on a cat ear avi that has physics on it

sharp oasis
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I have transparrent gaps in the hair when looking at myself with the spawnable mirror. Any idea what could be causing this?

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Material is set to opaque

junior void
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could be that the faces there are inside out. setting backface culling to none would fix this (granted it is that and that your shader has this option, not available on quest)

azure crown
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So I need some help

I can't switch to android build and when I try it says it's disabled

I've went into file - build settings and opened the android download page and tried that. It did not work and I'm not sure how to fix it

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I overreacted I just restarted my laptop lol

cobalt zephyr
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Anyone know of any skurts for rusk, milk or mint? Or any other character woth similar physique

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If u do could u be as kind as to give me a link to where i can get it

wheat horizon
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Question I have a AFK animation on my avatar that summons an avatar's object in their heirarchy, the spawn in, afk, and spawn out animation have it toggle in and out but when I start the AFK animation the object doesnt turn on, can anyone help?

mighty citrus
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anyone having issues uploading a avatar at the moment

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after logging out and back in this time around its back to "the operation has timed out"

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and yes after i copied my project to reupload my avatar with different outfit and controller and menu, i removed the blueprint ID

hidden orchid
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Hello, whats the correct configuration for audio in an avatar i want a 3mt distance but my friends say that they can here it in the whole mapa

smoky panther
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spatialize it, theres a checkbox i think on the vrcspatialaudio component that does that

young ether
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What is the best way to size clothes to a model?

hidden orchid
young ether
# hidden orchid Sculping it

I tried that and it ended up looking like a made the mountains on the clothes up close some parts were right others stretched to far out and it was just overall uneven

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Especially for clothes that weren't made for the model I use

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I dont understand if im using the wrong tool or just doing it wrong completely

wheat horizon
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Anyone know how to enable an object during a afk animation

bronze crypt
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sorry late lol

somber sequoia
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those are warnings, errors are red. But those do make me think you also need to reinstall whatever shader you've got that uses Thry's editor

frail tiger
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is any1 having issues uploading avis rn? mine are like infinitly loading tried reloading sdk downgrading sdk tried swapping out some materials checked my console but idk

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idk if its a me thing or if the sdk is having issues rn

frail tiger
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ok so i wont mess with anything rn might be sdk bugging out ill just wait a few hours

mighty citrus
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yep i gave up for now i mean only thing i changed was out and menu and fails

frail tiger
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yea im pretty sure its a sdk thing bc i tried looking at my other avi and its doing the same thing

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come back later hope it works

carmine island
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Can anyone help me with my Avi? i model it, but i need it to be color and made cartoonish, it is meant to be low poly. The color disappear when I combine all the objects together to one body so I can Connect the bonesto the body. Please help

timber wharf
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if youre using solid color materials, either use vertex colors or use mat combiner addon to bake your materials into one atlas texture.

tranquil niche
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Hey all, would anyone here be able to help me with a question regarding modular avatar?

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i have this thing on my avatar where the avatars toes are supposed to interact with surfaces properly and I've been trying to add a pair of shoes to this avatar, however, every time i have it turned on in my expressions wheel, it keeps the toe part of my shoes pointed upwards while my feet stay flat and extrude out of the shoes. but when I turn it off the shoes work fine, ideally i'd like to be able to use that feature, but can't if i don't figure this out

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here's a video of myself toggling the option off in vrchat so you can see what it's doing in greater detail

tranquil niche
tiny spire
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So im putting this lace lingerie set onto my avatar, but im really struggling with the textures on it. I don't know how they achieve the transparency of the lace without an alpha map? any help is appreciated!

sly lodge
tiny spire
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Unsure?this is the current main color texture being used in the shading setup

sly lodge
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i think, it does have

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@tiny spire you can try plug the image texture's alpha output pin into your Principled BSDF's alpha input pin

tiny spire
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i'll slap myself silly if it does LOL

tiny spire
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wait nevermind, it has fixed it. โค๏ธ thank you so much

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I do have one final question because i cant figure out where this map belongs

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In the maps folder it contains this, but i can't find an input pin for this anywhere in the principled BSDF and any amount of googling relating to height map brings me to terrain generation for blender vrcTupCry

sly lodge
tiny spire
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detailed enough! not really too bothered was just always curious about its usage texture wise

sly lodge
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or maybe throw in a subdivision surface modifier too, to get better results

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to more vertices you have, the better is the result

tiny spire
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I see, so more for high vertice' detailed textures/models

sly lodge
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yeah, for games, you don't really need it, normal maps usually just fine for the details

tiny spire
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Thanks a lot โค๏ธ I appreciate the help

pale adder
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anyone here have experience using motchiri's shader? causing this to happen when i hit play mode

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nvm i figured it out, wasn't using gesture manager to compile it in play mode

stiff kiln
mighty citrus
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still cant upload the new avatar

shrewd stirrup
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How do i make a sound when a particle collides and plays a sub emiter

somber sequoia
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you can't on avatars

night ember
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well I mean you technically can but just not with a particle alone

shrewd stirrup
night ember
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rigidbody

shrewd stirrup
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i see

stiff kiln
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Quick question: Is there a way to make a material transparent on Quest? I dont want to remove the glass material from my avatar's Quest version, but if I dont the eyes are completly hidden.

night ember
wheat horizon
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How do I enable an object during a afk animation, mine is already toggled into the afk animations but it doesn't show

balmy barn
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use AFK bool in fx enable disable stuff

stiff kiln
night ember
stiff kiln
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I know, thats why I was asking. Because if I remove the glass, it looks a bit too ugly...

wheat horizon
balmy barn
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animation goes to action - object in fx

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[ object off ] < AFK false | AFK true > [ object on ]

wheat horizon
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I think I get it, once I work on it later I'll let you know if I need help thank you

median grotto
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Can someone please help me? I'm getting so many errors when I'm just trying to work on my Vroid avatar and get her functioning in VRC ;_;

arctic ginkgo
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does anyone know if the physbone parent constraint issue is going to get fixed? (physbones incorrectly apply motion from original parent when parent constrained)

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i thought this was fixed already, i remember it being rolled back temporarily, but i thought they ended up implementing it

stiff lantern
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what would cause an avatar to t-pose ONLY on desktop mode? in vr it moves fine but on desktop its messed up and t poses unless moving

median grotto
# wheat horizon Send the errors?

I'm basically starting over from scratch because I'm so lost ;_; As soon as I open a new project from the creator companion, I get this: Packages\com.vrmc.univrm\Runtime\IO\VRMImporterContext.cs(274,28): warning CS0618: 'ExtensionMethods.GetOrAddComponent<T>(GameObject)' is obsolete: 'Use VRC.Core.ExtensionMethods.GetOrAddComponent(GameObject go) instead.'

median grotto
# wheat horizon Send the errors?

and then after that, anything I do just goes up in flames. I'm literally just trying to put gogoloco on my avatar and preserve her facial expressions from vroid......

jovial spoke
tiny spire
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Similar question to last time but, this time i have an opacity map

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does that go in the alpha input pin for principled BSDF?

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cus its not looking proper in blender at all tororo

raven orbit
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wait no im wrong, it would work fine in the alpha slot of the bsdf

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if it is transparent, it needs to be set up like this

tiny spire
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Its setup like this for now, but it didn't affect the opacity whatsoever, and using the different blend modes breaks the texture

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oh wait

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i might see my issue ๐Ÿคฃ

raven orbit
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oh what version of blender is that

tiny spire
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Old lol, I flip between 3.0 and 3.6

arctic ginkgo
# stiff lantern what would cause an avatar to t-pose ONLY on desktop mode? in vr it moves fine b...

Maybe your base controller has missing motion fields in your blendtrees for desktop. By default they are not forked. But if you are using gogo loco (or some other custom controller) it changes the locomotion animations for desktop, 3pt vr, and fbt. Maybe something you did broke it, try running it in gesture manger (defaults to desktop mode but can be changed) and see if you can reproduce the issue. Open your base controller and select the avatar in the hierarchy. This will let you watch the animations and transitions in real time to see what may be causing any issues. If you're having problems with seeing what's happening (camera moving too fast, forcing you into a different substatemachine than you want, etc), clicking on "auto live link" in the top right of the animator window disables the camera framing the active state (clicking it again enables it) so that you can freely navigate your controller. Be aware that making any changes to your animations or controller while gesture manager is running will cause it to stop, and you will have to select gesture manager and click "reload scene" (or exit and reenter playmode) in order for the emulator to continue.

stiff lantern
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ill have to try some other time bc ill have to redownload the pkg i made but it literally only happens when i use one specific persons products ;0; im GM it looks perfectly fine ;-;

arctic ginkgo
stiff lantern
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is temp pose space an add-on? sorry this is getting into things i dont know

arctic ginkgo
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It's a type of avatar information that doesn't fall under the category of "animation controller state" or "parameter value", just giving an example so you know how to read the panel

stiff lantern
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OH sorry misread- thoght you were telling me that temp pose was a debug panel, how would i go about a debug panel? or any tuts on how to do it on my own?

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ohh okay

arctic ginkgo
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The panel is organized in 3 columns. Left is parameters, right is general/misc avatar info, and right is animation controller states

arctic ginkgo
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So on desktop it's the menu that comes up when your press R, and on vr it's the one that comes up when holding your menu button

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If you are curious what temp pose space is, it's something you can activate on your avatar which will override your viewpoint height with the current height of the head bone in the animation it is in

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This is intended to be used for adjusting your height when posing (sitting, laying down, etc)

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It's what gogo loco uses to adjust your height when posing or using the hover feature

frank spruce
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Anyone know why my models body is stuck facing a specific way

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Wanted to see if maybe its a unity issue before going back to blender

pastel night
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anyone know why poiyomi is showing larger file sizes than if i look at the texture directly

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seems like when i upload it uses the larger size, because my total texture memory is 200+, when all my textures are crunch compressed to 1MB or lower, and there are not that many

stiff kiln
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I have a last help request about lipsync.
To give some context:
To test the lipsync of my avatar, I first test them using my mic, then I go to multiple mmd worlds to see if its compatible with other stuff that may use it. For the mic test, it worked fine (although its still pretty ugly) but for the compatibility test, no matter the world I choose, nothing seem to work while other avatars seem to work fine. (See attached video.)
My issue:
What do I need for my avatar to be 100% lipsync compatible? Do I need a jaw bone or something? More blendshapes? Im really confused.

#

Sorry I couldn't find a better way to record, im not that good at recording stuff ^^"

indigo compass
stiff kiln
#

oh...

indigo compass
#

MMD worlds use stations to play animations on your avatar, to convey enough expressions they need quite a few blendshapes that need to follow some standard.

stiff kiln
#

Yeah I guess..
So I need to rename my blendshapes with those characters?

indigo compass
#

I guess you could for the basic ones, but I think duplicating the blendshapes will make it easier in the long run, no need to remember what Japanese characters meant what viseme and such.

arctic ginkgo
arctic ginkgo
# arctic ginkgo compression doesn't affect memory usage, just download size

think of it like this. You have some furniture that you'd like to deliver to your house. Compression changes the way in which the furniture is packaged, and so if you can fit everything together neatly, you'll have a relatively small package to deliver. This is the "download size", what is delivered to you. Then once you it gets to your home, you'll need to assemble the furniture back to it's original format, and back to it's full size in order for it to be usable. The more the furniture is taken aparent and tightly packed (compressed) the longer this will take. This is why crunch compressed textures can cause a lag/stutter when loading into memory. Then once it's fully assembled it will still remain at it's original size.

Furniture package = Compressed texture
Delivery = Download
Assembly = Decompression
House = Memory
Space it takes in your house = Space it take up in memory

#

if you want to decrease the memory, you'll need to decrease the actual size of the image (in the metaphor this would be like ordering a smaller piece of furniture)

#

download size is still important, as the larger the size, the longer it'll take to download, but you should try to avoid sacrificing a quick decompression for a smaller filesize if it lags people (which crunch compression often does, especially for very large textures)

#

a good way to reduce texture memory is to channel pack textures that don't need all 4 channels (rgba)

indigo compass
# pastel night seems like when i upload it uses the larger size, because my total texture memor...

To be specific, "crunch compression" only affects download size, while reducing texture quality and not touching actual size.

And when uploading the asset bundle (your avatar or world) is being compressed anyway, but with lossless compression (quality doesn't decrease), donno how close the final size gets to if you used crunch compression, but was someone over in #world-optimization who saw basically no difference. (know there can be a difference so who knows)

You need to decrease your texture resolution on things, remember that things will generally be looked at from at least arms length away.

frail tiger
#

anyone else still having issues uploading avatars? like my sdk is just stuck infinitly loading

arctic ginkgo
stiff kiln
#

I was a bit too lazy to do every blendshapes, so I just made the ones I thought were the most used. ^^"

indigo compass
stiff kiln
#

I only had the time to do a, i, u, e, o, n. I hope that'll be enough for now.
Im not trying to make something 100% fitting, I just wanted to not have a completly immobile expression ^^"

tired python
#

I have a jacket that when ever I try to modulate it, it doesn't work and the jacket ends up looking this in game

#

the jacket is not inside of the armature if that matters

junior void
#

Modulate? Since theres 5 ways to add clothing, lets start by how do you add it? Unity? Blender? Any addons, scripts?

tired python
#

im doing it through unity using a community VRC CC package. Its called "modulate avatar"
This is just the way I was told to do it by someone but if there is another method (through unity) that works ill do that

junior void
#

I never used modular avatar before but theres also vrcfury which can do the same thing with its armature link component

#

Note that bone names must match between base and cloth for it to work. The clothing should be rigged and have an armature, thats a given for both methods

steel marsh
#

so im having issues with uploading, it either cant get the data from existing avatars completely loaded in the menu or times out while uploading, im wondering if anyone has experienced this and/or knows a solution

somber sequoia
#

yeah I'm having the same issues, seems like an API issue

tired python
steel marsh
somber sequoia
#

I have nothing to do with the VRChat API so can't answer that

steel marsh
#

ah

somber sequoia
#

interesting that the cancel button just outright hangs it

open sonnet
#

Hi everyone, I got a prefab asset for Rindo but I have zero clue how to add it to her. The download only had a unity file in it off booth I imported the prefab but now I have zero clue (Also Autism doesnt help because the tism wants all data possible. Its the whole folder Symphony of dutchess, Any help would be greatly appreciated

somber sequoia
#

heh that's a lot of mesh objects.

somber sequoia
dusk finch
#

Hi, I'm wondering if anyone might know why i have this happening to the clothing shown, the same section on the body is where this appears. Cause I've checked textures, doesn't appear there, doesn't appear in blender, and the bra does show this spot in game while the body doesn't from what i can tell. It just bothers me not knowing what it's doing xD

gilded raft
distant owl
#

heya, im trying to add this portal effect onto my avatar, but for some reasons only the base shows up, im guessing it has something to do with the shader, but i don't wanna switch it since no other shaders would work on these, how do i fix this?

somber sequoia
daring lark
#

Hey

#

I need help with avatar optimization

#

Can I call anyone?

pallid jolt
#

when i use blendshapes it changes the way the face piercing shader looks, using PoiToon 9.0 but I'm still pretty unfamiliar with it, how would i make it not do that?

raven orbit
pallid jolt
#

thanks!

steel marsh
somber sequoia
#

there's always google

pale adder
#

anyone else who's used motchiri's shader had problems with rim light breaking? is there a fix?

steel marsh
somber sequoia
frozen goblet
#

Does anyone know the name of this avi???

frozen goblet
#

How do I look it up??

somber sequoia
#

the first post there literally tells you what to do

white rock
#

is there a way to have 1 gameobject with a Collider on it work with 2 separate Radial animations? lurk

somber sequoia
#

I don't see why not, though you might have to get complicated depending on what you're trying to do

white rock
#

the thing is i have no idea how to go about it other then making an entire separate armature for a total of 6 with 4 more physbone scripts and using multiple constraints which is a hell of a lot less optimized then just allowing 2 animations to edit 1 gameobject.

somber sequoia
#

why would you need another armature?

#

Usually you don't want to have multiple things acting on the same object, but you can create logic in the animator that can pick and choose which is active based on parameters

knotty oracle
#

so i making an avi for ADVENT

#

and im trying to fix my model

somber sequoia
#

ADVENT?

knotty oracle
#

yeah

white rock
knotty oracle
#

it looks good huh?

#

anyway

somber sequoia
knotty oracle
#

im trying to make the stuff work

#

im trying to make mouth movements too

#

im new to blender

#

so how do i make it look like its talking

#

for voice chat

#

and how do i make the arms move

#

since i have armatures

somber sequoia
#

that armature is a bit sus, looks like a game rip. you might have to rework that

knotty oracle
#

how do i rework it

#

and which one

somber sequoia
grizzled drum
#

How do I fire a Particle without a Buffer?

The Devs said there was a another way during the 2022 upgrade but never said

ashen crane
#

why is it that when i record an animation or even when i use gesture manager on unity, my avatar's mouth is open, maybe meaning that one of its visemes are enabled? For example, when on pause, the mouth is closed, but when recording any animations, the mouth opens...

somber sequoia
#

do you have the jaw bone mapped, but shouldn't?

ashen crane
#

it shouldnt be mapped?

#

yeah i guess thats true....

somber sequoia
#

If you aren't using it for the speaking, then nope, don't.

ashen crane
#

ight

feral thistle
#

Quick question, those who are familiar, How do you pose your avatar using gesture manager. I've never used this tool before and Im just using it to pose some clothing I've made to check to see if it clips or not.

Thanks.

ashen crane
#

i have another question, should the eyes also not be mapped..?

somber sequoia
#

If you use the eye bones for moving the eyes, then yeah, you probably want them

arctic ginkgo
# ashen crane i have another question, should the eyes also not be mapped..?

i don't think it super matters tbh, for eye look vrchat uses the transforms in the avatar descriptor. I don't have eye tracking so I can't test it out, but I'd assume it uses the same transforms for eye tracking. The only thing having them mapped in the humanoid mapping does is make it so you can animate them with humanoid animations

knotty oracle
#

so how do i import my thing from unity to the VRC SDK

#

actually nvm

daring lark
#

Opened my unity and there is nothingggg

#

Like what the heck

#

How can I get back to the regular screen

somber sequoia
#

open the right scene perhaps?

daring lark
#

I had to start over thought it would be easier to export as vrm but this is popping up

#

Iโ€™m completely new to this

#

Watching so many videos on YouTube

#

But it seems like I keep running into walls at this point

#

And then my characters face is gone

candid girder
#

how do you remove excess bones?

#

the tail on the rex by default has extra bones because the feathers but they're still there when removing the feathers

regal patio
#

can someone please help me convert my pc avatar to quest im not very knowledgeable on how to do this and there are not enough videos online to help explain how to

raven orbit
# candid girder how do you remove excess bones?

use the "ingore tansforms" setting on the physbone component, you can set it to the number of bones you want to ignore (probably 3 for your case) then drag in the bones from the hierarchy. every bone below those on a chain will be ignored

#

though that only removes the bones from the physbone component, if you want to remove the bones entirely, you'd need to do that in blender

arctic ginkgo
#

does anyone know of a way to avoid the issue with physbones applying the motion of their parent even when parent constrained?

#

I tried setting the bones to just be parented to the armature, but that doesn't seem it work, as any movement of the avatar in world space will trigger the same issue (so it only works with locomotion disabled)

open sonnet
#

Hi everyone,
I've been watching some videos, but I think my "tism" might be making this more complicated for me. I added a set to Rindo, and everything lines up fine until I get to the lower legs and feet. It seems like everything is anchored to the hip, so rotating the legs or feet doesnโ€™t work properly, as the entire set appears to be pre-anchored to the hip.

I tried changing the root bone for the shoes to handle them separately, but it looks like the shoes are part of a single asset for the entire set. Does anyone have advice on how to approach this?

somber sequoia
#

set?

open sonnet
#

My tism called it a set in my head

#

so my fingers followed lol

arctic laurel
#

does anyone know how to add face tracking to a avi i am having the hardest time figuring it out

somber sequoia
arctic laurel
daring lark
#

If anyone is willing and has free time Iโ€™m hoping to talk to someone about avatar optimization. Specifically for vroid models .

somber sequoia
#

I'm not sure what's specific to vroid, but sure

left gull
#

Does anyone know what causes this/how to fix it? the model isnt offset from the origin point in blender but looks like this in unity

#

tried a re-export and it didnt change anything so im guessing its a issue i dont know about :P

somber sequoia
#

got any un-applied transforms in Blender?

left gull
#

other then Armature nope

somber sequoia
#

no, transforms, not modifiers

left gull
#

ah oopsie, lemme check

#

nope nothing out of place there either

somber sequoia
#

ah, that'd have been easy

spark walrus
#

took an avi into blender, had a friend guide me thru decimate, reimported it and the vismes were gone and they had no idea why, any ideas?

#

I really wanna make all my avis quest compatable, but if i cant use blender to lower their poly count then it isnt possible because thats why they cant be made quest

somber sequoia
#

Do you have an un-applied modifier? That can lead to missing shape keys in unity

spark walrus
#

idk, because i just had them walk me thru it and they never dealt with that before, idk anything about blender so idk how to check

night ember
#

Pretty sure you need a specific plugin to be able to decimate while keeping blendshapes

fallow mirage
#

Good to be here

somber sequoia
spark walrus
#

ok so quest compatting my avis isnt happening then, since i dont know enough of what im doing to try to find and add a plugin but ill show them this and maybe they can help but if not i give up lol

#

so we didnt decimate the body

#

we just did clothes

#

so vismes shouldnt of been messed with?

night ember
#

Did you apply it

somber sequoia
#

yeah, I'm pretty sure it doesn't matter which object

night ember
#

Also is your avatar an fbx

spark walrus
#

i dont know ill have to ask, i merged meshes tho and yea i exported the fbx to edit

night ember
#

What do you mean by exported it

spark walrus
#

i drug it from unity into blender then exported it in blender to drag it back into unity once i was done

night ember
#

Thatd be importing to blender not exporting to edit

spark walrus
#

yea i imported to blender, then exported it to unity

night ember
#

Cause if you exported it as fbx from unity thatd be a much bigger problem

spark walrus
#

should i have just saved it in blender and that would of carried over to unity since i just dragged and dropped?

somber sequoia
#

no, you need to export a FBX from blender for this to work right

spark walrus
#

alright so i did that part right

#

they have always done it the way they showed me and never had an issue so idk

#

we are trying to figure it out still

somber sequoia
#

the issue isn't the export, it's most likely an un-applied mesh modifier

spark walrus
#

i really wanna have my avis quest since most of my friends are quest but if i cant its not a bit deal

somber sequoia
#

oh you definitely can

spark walrus
#

do i have to apply a modifier? thats what they are asking

somber sequoia
#

yep

#

not armature, but other ones that can't apply automatically in the export, you have to deal with

spark walrus
#

so where would those be?

night ember
#

Modifier tab where you added it tobegin with

somber sequoia
#

I'm guessing you added this

#

so yeah - there

frank spruce
night ember
#

What

regal leaf
#

Hey, I'm so sorry, I need some help in regards to an avatar, as I want to edit it, but it's stuck in this mid-jump position and clipping halfway into the floor. Is there any way to fix this?

night ember
#

Stop previewing the animation

regal leaf
#

It's stuck on it, even when not previewing any animation.

night ember
#

Then drag in a new copy of the fbx

jolly harness
#

Hey all, I am trying to use a contact receiver to activate a toggle on my avatar for this lid object to appear/disappear any time a hand is in the area, but instead i just get the lid to appear just for the first frame and then disappear when a hand enters, regardless of what i have the toggle on in my menu. Is there a simpler method to achieve this?

unique surge
jolly harness
#

do i have it set up wrong in that second image?

jolly harness
#

is there something better than the On Enter I am using? i see that it defaults to 0 as its using the dynamic avatar stuff, causing the one frame of the object appearing. But I am unsure what a better component to use there is

timber wharf
#

uh, use constant if you need it while touching

jolly harness
#

i just need it to toggle, the problem with constant i was having is when the hand leaves the collider it reverts back. which makes sense, but not what i want to happen

timber wharf
#

well idk if vrcf can cover this

#

in normal layers youd just have two states each going to another when param is 1

#

and on enter

jolly harness
#

yea im thinking i am going to have to set it up in the animator manually to get what i want

#

i dont have too too much experience with it so i was hoping to avoid that lol oh well its the best way to learn

spark walrus
#

dose anyone know how to make a photoshop file into a substance painter file trying to do a avi recolor and i know how to use sp but completey lost with photoshop

merry thistle
#

Guys I know a friend who have a problem at installing an avatar for quest and the avatar is only installed for pc, is there a way to fix this and make it for quest too?

balmy barn
#

swith to android in unity - upload same (more optimized one) avatar using the same blueprint it now will be pc & quest

spark walrus
#

so how do i apply the modifier?

#

so i dont lose the vismes again

elfin flint
#

Hi

somber sequoia
#

sometimes you can use this tool. But often, with modifiers that alter the vertex count or topology a lot.... you can't. You'd have to do something like split the head or face off into another object first, and decimate the remainder, then rejoin. Or recreate visemes. or use another method to reduce poly count - Blender has a decimation method that isn't a modifier, for example. Or dissolve edge loops. Or just retopo it.
https://github.com/przemir/ApplyModifierForObjectWithShapeKeys

elfin flint
#

Im new in vrchat

#

And Im having a problem

spark walrus
#

i plan to make more pc friends anyways, so

somber sequoia
#

yep, it's a lot of work, I don't usually bother now that we have imposters

elfin flint
spark walrus
#

still cant figure out why my avi flys when i jump tho

#

she never did that before when i uploaded her to my old acc, and i changed nothing

#

theres no colliders on her feet or anything

somber sequoia
merry perch
#

Does anyone know about the bugged trails? It appears fine normally but it appears bugged in mirrors/cameras

somber sequoia
elfin flint
merry perch
#

This happened after latest VRChat update

elfin flint
#

I dont have vrm converter

merry perch
somber sequoia
merry perch
#

Snapping to a point

#

(Sorry for the ping)
Has happened to other people as well.

somber sequoia
#

is this a particle trail?

merry perch
#

Yes

somber sequoia
#

what is it supposed to do?

merry perch
#

It's just a trail that follows the tip of the knife

somber sequoia
#

"just a trail" could mean almost anything

elfin flint
merry perch
#

Particle trail that follows the tip of the knife, it is activated via a gesture when said knife is toggled on

trim ingot
#

First time buying and editing a model and it's a booth model this is all so confusing lol I tried to search the page to see what to import couldn't find anything so I just imported poi pro after making a project with creator companion and I fixed all the pink materials but it doesn't look right what so ever I wasn't sure if this is the place I need to go to ask or not but these 2-3 yo videos just don't help T_T

junior void
#

usually booth stuff for anime styled characters use liltoon shader

#

it will be in the dependencies list of the site

trim ingot
#

ohhh thank you so much!!

#

Is the "dependencies" here?? I translated it all and read it and I didn't see anywhere what to add or how T_T

junior void
#

it says compatible with liltoon and poiyomi. its possible the creator made material presets for both or either and its also possible that you overwrote the liltoon materials that were broken bc u used poi to "fix it"

#

ideally, the maker used named folders in the project and named materials

trim ingot
#

Okayy I will redo the project and try not importing anything but I looked through everything that was attached in the avatar file and I didnt see any materials so I imported poi but I could be wrong!

left gull
#

iirc it should have two prefabs for liltoon and for poiyomi

#

choose the Poi version and if it still gives pink materials then import a newer version of poiyomi to the project and remove the old one

trim ingot
#

I see this

trim ingot
#

so i do need poi..

#

new project LOL

left gull
#

you dont need to re-make your project?

#

just import the shader from the actual site rather then using the one provided (if its provided) in the package

junior void
#

i assume the liltoon one will look a little more of whats expected here tho

trim ingot
#

Im sorry this is new to me I thought poi could only be imported before avatar

trim ingot
left gull
#

it should be imported before an avatar but if the package includes the shader already then doing it after doesnt change anything

#

and visually i dont think theres much of a difference between poi and liltoon

#

both versions looked fine on velle

trim ingot
#

so I just import poi and fix the pink? I did that if you see a little up and it looked just grey

elfin flint
#

I was about to finish the avatar and this appeared

left gull
#

the mesh is using locked standard materials

trim ingot
#

I also opened this up and for her fur I do need liltoon

somber sequoia
trim ingot
somber sequoia
#

it certainly helps prevent confusing new users to do it first though ๐Ÿ™‚

trim ingot
#

I broke her the first time I did

#

Well I think I figured it out I dragged lil toon velle and then imported lil toon and boom she looks good

mint verge
night ember
#

quest tools is fucked also why are you using dynamic bone

mint verge
#

i don't??? im pretty sure everything physbone

mint verge
junior void
#

Please read the rules before posting. You will get scam dms from here. Please go to #1204506421631393913 discord as they have a verification system

night ember
#

small correction
you will only get scam dms here

trim ingot
#

I am back with a question or 2 I am curious as to why I don't have an animation tab near the left bottom next to project and console I am trying to add a skin swap and I dont know what is missing or wrong here

lyric dagger
#

For VRC Animator Play Audio. What is the setting so when for example I release a trigger, It transition to another animation where it plays the last bit of the audio.

#

Or is it better I just use Audacity to just cut this myself.

junior void
somber sequoia
lyric dagger
#

Yeh...

#

Oh well, improvise it is then.

trim ingot
#

These are showing pink but she looks fine would it be smart if I mess with them before I add my material swap? I wouldn't know what to even change them to.

junior void
#

previews can be broken when the materials are actually fine

#

so just test it first on the model? can always just do ctrl+z

#

dare to experiment

trim ingot
#

Hahaaa I think I will leave them because she looks fine I am just scared to mess it up and have to re do it all XD

junior void
#

if you think like that, you will never make the changes you always wanted to make :p

night ember
trim ingot
#

I am having a bit of an issue or idk but I duplicate the booger I go down to animation make a save for mat swap then click record go over 1 frame and when I try to drag the material it like shows I can drag it but nothing happens

#

am I doing something wrong

#

her body also like looks like tha

#

that

#

When I add the fbx to controller throught the right side it adds what I assume is the skin material swap "it shows on the animation" but I cant edit it or do anything

somber sequoia
#

probably watch a tutorial on how to make animations - you're probably missing a step here

#

And the body should go into that position when working with an animation in Unity, it's the default animation pose.

trim ingot
#

Okay I am watching this video but the girl is using a cube and I am doing everything she is but something isnt adding up thats why I came here for help I have been watching all kinds of videos

#

I did everything she did but my avatar fbx already had a skin material so its showing on there and its not letting me edit it

#

I made a dup and did it without the fbx in the controller but its still not letting me add the material and I am just confused

trim ingot
junior void
#

you may be trying to add the material in the material shader list on the avi/clothing whatever (are you dropping the material ball on top of the shader?)

#

if thats the case, you need to scroll up and expand "material" where you will find slots reflecting whats in the bottom

#

including pictures of what youre doing vastly helps understand on the helpers side

trim ingot
#

Okay give me a few min I will take a video of exactly what I am doing so you can better see!

somber sequoia
#

even just detailing the steps is a big help.

trim ingot
somber sequoia
#

(let me watch it all first)

obtuse echo
#

Could somebody help me with making these 2d planes visible in unity? im trying to make an avatar from a model i made and rigged in blender. im using poiomi shader too and i think i can do it through that? but i dont know how

trim ingot
#

I'm sorry I don't know how to put all that into words I am so new

left gull
somber sequoia
obtuse echo
night ember
trim ingot
night ember
#

Rendering options

somber sequoia
obtuse echo
somber sequoia
trim ingot
#

I assume the skin color one is already on there? its like explaining math to a toddler I am sorry i dont understand

night ember
trim ingot
somber sequoia
trim ingot
night ember
trim ingot
#

The material i am trying to add shows up for a second then goes away and I cant add it

night ember
#

Why not record what you are doing and send it here

somber sequoia
#

they did, it's linked a bit back

night ember
#

Oh

night ember
#

you hovered over the clothing for a split second which caused it to flash but you then immediately hovered over the arm instead

scarlet roost
#

Hey there, I'm trying export my vroid model from Blender as a fbx file, but no matter what I do, the textures are always missing, I need help -_-'

trim ingot
#

I am trying to make a skin swap from the skin color to the alien skin colors

balmy barn
#

get the mesh material slot and drag material into thatratl

trim ingot
#

Thank you this might just do it I am going to try this

obtuse echo
#

does anyone know how to fix this texture issue? (1st image is intended look)

trim ingot
#

Well I am def getting somewhere but I dont know if I delete these or what I added face to the top one then body to the second one and it turned just the face

#

I assume because these are only for the face?

night ember
obtuse echo
#

its the same image

night ember
#

is your head round then

balmy barn
#

shading? full lit wont do

obtuse echo
night ember
#

do you have blendshapes or something

obtuse echo
#

i dont think so?

night ember
#

that second image looks entirely intentional

obtuse echo
#

its not, i really dont know why the face it like that. everything else is fine

#

i even tried to redownload the texture and i had the same issue

rugged crow
#

Anyone here that can help me add an Mask to my avatar ?

night ember
#

just state your issue instead of asking to ask

rugged crow
#

Well I am trying to add an mask to my avatar but I dont really have a clue of what I am doing and want to make this work ๐Ÿ™„

night ember
#

if its just a mesh you can drop it onto the headbone then move and scale

rugged crow
#

it looks like this rn

night ember
#

well does it have bones

rugged crow
#

yes

night ember
#

theres stuff like armature link but its ehhhhhhhhhhh
but you can take both models into blender and just reparent the mask to the avatar's armature then change vertex group names if need and edit weight painting if also needed

rugged crow
#

๐Ÿ™ƒ

raven orbit
# obtuse echo no

do those faces have 5 vertices? they should have no more than four. your issue may be that when unity converts the mesh into triangles, it does so in a different pattern than blender is, thus distorting the texture. use the knife tool to cut those faces into quads or triangles

night ember
#

weight painting can be complicated depending on what you need to do
but reparenting and changing vertex group names isnt

raven orbit
#

knife tool

#

or, triangulate modifier (and applying it before export)

somber sequoia
#

I tend to just select two verts and j to join them, or maybe select a face and ctrl+t to triangulate it

raven orbit
obtuse echo
#

thank you sm!

frosty summit
#

Anyone knows how to fix this?

#

I have no idea how to read errors ._.

balmy barn
#

shader seems to be the issue

night ember
#

is there more errors than just that

frosty summit
#

no

#

these are the only "critical" ones that prevent the upload

night ember
#

anything is helpful

frosty summit
#

That's inside the shader thing, should I just remove it?

somber sequoia
#

it seems to be a broken shader, maybe it's missing an include, kinda hard to say without debugging

frosty summit
#

hm

balmy barn
#

easy test just remove whatever its on/ try another shader

obtuse echo
raven orbit
obtuse echo
#

i can try that

raven orbit
# obtuse echo these right?

yep, i would add additional cuts like this, switch to textured view, and adjust the UV map until it looks correct again

frosty summit
#

now im just left with these

#

after getting rid of those shaders

obtuse echo
#

much thanks for the help tho

night ember
obtuse echo
#

what the buns is a ngon

spark walrus
#

:3

night ember
#

a not polygon

obtuse echo
#

ohhh

spark walrus
#

I mean it is a polygon

#

It's just that 3d software in general doesn't like ngons

raven orbit
night ember
#

fair

#

but softwares usually get angy when trying to calculate them

raven orbit
#

yeah, thats why i told morg to cut it into quads/triangles

frosty summit
# frosty summit

How do you normally supposed to read this error? Looking at it is just a lot of "VRCSDK" mentions ._.

night ember
#

thats all that is

frosty summit
#

ah

#

i've tried reuploading it on another project, still no avail

night ember
#

first one is a logging error
second one is telling you it failed using a system string that its cancelling the upload

#

show the entire console

frosty summit
#

just expand it and take a screenshot? or is there a way to

#

show it fully without making a mess in your eyes xD

night ember
#

screenshot the whole thing

frosty summit
night ember
#

does it even say anything in the sdk window

frosty summit
#

ill check again

#

nothing here

night ember
#

thats not the full window

frosty summit
#

i can't fit it all too long

#

from the top (2nd picture)

night ember
#

scroll all the way up

frosty summit
#

oki 1 sec

#

( hope im not missing what you're trying to help me with )

#

when it comes to uploading stuff and having it giving me errors, im dead x_x

night ember
#

what were the new errors when you tried uploading again

frosty summit
frosty summit
#

shader problem was "solved" just by banishing it (removing)

#

initially i thought i did something wrong when i was importing everything like poiyomi, so i opened a new project and made sure to upload everything in the correct order and have everything needed

#

wait. hold that thought? the 4th time I tried uploading it it said successful now? what the fuck unity ๐Ÿ˜ญ

#

it's fixed. Fixed by uploading it 4 times in a row.

tribal notch
#

how to get marissa package

#
  1. Import Marissa's package.
hardy meteor
#

Ok I have an avatar bio lumi made by I am soul that when the finger tracking update came out a few months ago completely made a mess of the fingers and the look like spaghetti changing tracking settings does not fix it and I reuploaded the avatar to see if something happened to it but in unit and blender the fingers are fine and what is especially weird is when you look in a mirror or camera in game the fingers are completely fine but not for me or any user

gilded raft
#

can't upload due to these errors in the validations bit of the sdk uploader thing. I don't have these in my params list (i either renamed, or deleted and created with a new name. idk). the select buttons takes me to the same submenu, which doesn't use the listed params, nor do the submenus it links to. . .

night ember
#

it thinks theres a submenu with them somewhere

gilded raft
#

well, i've checked all my submenus, animators, anything that might use/have used the params. but nothing. it just doesn't exist.

somber sequoia
#

there's a stupid bug here. If you made a new menu item and the last one was a submenu, it might make a new one that's also a submenu, and if you don't delete the actual linked in there menu, just changing the menu item type, it doesn't clear that out, and this happens.

#

you can find it if you grep the actual menu files to figure out which one still has that data lingering

#

there's a canny reported for this, yes.

#

ooh several actually

gilded raft
#

so, if i delete the submenus its pointing at, then set the menus up again, it should be sorted?
or i guess i could always add the params to the list and just have some useless params floating about. . .

somber sequoia
#

you have to find the parameter which has a hidden submenu item inside it, then delete that

gilded raft
#

ahh, i see. yup, that fixed it. thanks!

obtuse echo
#

what does this mean?

somber sequoia
#

excellent

#

?upload

flat muskBOT
#

You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.

As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.

Source: https://docs.vrchat.com/docs/frequently-asked-questions

somber sequoia
obtuse echo
#

ohhh

#

okay so i just have to play the game then

gilded raft
#

i think vrc+ also just bumps you straight there

somber sequoia
#

yep

night ember
#

it boosts you enough for another level but not outright just skips past the requirement of being new user

warped scroll
#

Can someone please tell me why this is happening when I try to update my model?

somber sequoia
#

Show all 6 errors please

warped scroll
somber sequoia
#

just a simple list is probably fine in these cases. But that infinite loop one is interesting..

warped scroll
#

i found the thing its pointing to

somber sequoia
#

I'd probably restart Unity, and if that doesn't work, shut it down, delete the Library folder in your project, and start it back up again. Which will take a while.

#

oh?

warped scroll
#

the oculus spatializer or whatever?

somber sequoia
#

yeah that's not out of the ordinary

warped scroll
#

okay it looks like that worked

#

thank you

placid mica
#

Why do my materials keep zooming in??? It's so annoying!

somber sequoia
#

at a guess, UV mapping?

placid mica
#

I don't know what that is

balmy barn
#

very much uv trying to put a square image on that

placid mica
#

How can I fix it

balmy barn
#

blender or fiddle with material texture setting offset/scale

somber sequoia
#

If you didn't make the asset, find the included texture and edit your image to look like it does

#

or maybe offset/scale yeah

placid mica
balmy barn
#

dumb exsample 99.99% not like yours look- a uv and you are trying to fit a square thing on it

placid mica
#

These are the given instuctions

somber sequoia
#

oh, that's nice of them to include

gloomy flint
#

can you show what you're doing with it?

#

like show the way youre texturing the uv

placid mica
#

I dont even know what a uv is

balmy barn
#

put image into gimp/photoshop ect put uv texture on it thats the visible part , scale your image to fit

gloomy flint
#

^

#

liiike for example i have one i can show

placid mica
#

Photoshop is so hard to use, I dont know how to import multiple photos into one project

#

whenever I try it puts them on like seperate tabs

raven orbit
gloomy flint
#

i would put this image in first (only posting a partial snipping tool bci it is part of an asset texture) in like Krita

#

and i would take the photos i WANT to use for it, and open up a new layer

#

and then i would stretch and crop the photos to fit the colored squares

#

to get this type of layout

#

if i put the full texture into my asset's material, it'll show the photos fitted perfectly into the frames

#

What you would do is take the UV image and open it up on Krita or Photoshop or Gimp and then take the photo you want to put in the frame and then crop it to fit within the heart shape

#

and then you would simply export that as its own texture

#

which means basically, png.

placid mica
#

..whhat

#

uhhh

gloomy flint
#

,, ok u know what i'll be nice send me the UV png and the photos you want to put on the frames in my dms and i'll crop it for u

placid mica
#

I appreciate that so much ๐Ÿ˜ญ

gloomy flint
#

np

young cairn
#

would anyone know why VRC says my triangle count goes up to 2.14billion when I add a sword to my armatures hand? I checked the model in blender and the sword is only 3k tris

raven orbit
#

make sure the model is set to read/write in the mesh import settings

young cairn
#

it was

gloomy flint
#

lowkey kind of funny

#

the 2.14 billion tri sword

raven orbit
# young cairn it was

on the sword? cause that's kind of the only reason it would have a number like that

half ice
#

wanan buy it

jovial spoke
solid ingot
#

Hey everyone, I'm a relatively new user trying to make my first avatar (as a gift for a friend), but my account doesn't have enough trust rating yet. If I buy a VRC+ subscription, will that immediately give me enough trust to build avatars?

spark walrus
#

Yes you will be coming a user when you buy VR Plus+ your trust will boost

solid ingot
spark walrus
tall carbon
#

Im using the skullbeast and i uploaded it for a basic test to find it is stuck in tpose even when moving, the physbones work but not the rig. i know im probably missing a step but cannot for the life of me remember what it is

obtuse echo
#

Lowkey could I send someone my avatar model to have them rig it for me in unity to be a vrchat avatar? Cause my rigs geek the hell out whenever I touch them ๐Ÿ˜ญ

#

I do not know what is wrong with them and Iโ€™ve been at this for about 5 hours now I have no idea what Iโ€™m doing

arctic ginkgo
#

Here are what each layers do:

Base: this is basically your tracking. If you do not have tracking for a specific bone, these animations are what play. For desktop users this controls the whole player, for 3pt vr this controls legs, torso, etc (just not head and hands), and for fbt this controls anything else you don't have trackers/tracking for (like elbows, eyes, etc).

Additive: uses special additive animations to add motion on top of the base layer

Gesture: used for animating transforms and humanoid bones. Mostly reserved for hand animations, but this can kind of do anything the FX layer can do + animate humanoid bones, but like the base layer these act as "tracking" for those who don't have it (so if you don't have finger/hand tracking like an index controller or quest hand tracking, these animations take over). This might be a good layer to animate eyes and jaw on as well.

Action: this layer animates only humanoid bones, but also takes over whatever other humanoid animations play on any other layer (based on the masking and animation control). This is commonly used for emotes/dances.

FX: used for anything that isn't humanoid bones. You can animate non-humanoid transforms this way, as well as properties of any gameobject and component (blendshapes, transforms, constraints, physbones, materials, etc)

#

Also by default you cannot animate humanoid bones the same way as regular transforms. I personally find it easier to animate in blender then export my fbx with the animations embedded, but there is a unity tool designed to help with animating humanoid transforms within unity

tall carbon
night ember
#

click on the fbx in assets folder

#

theres a rig tab for it

jovial spoke
merry thistle
#

How to fix this?

tall carbon
#

nothing changed

#

would anyone be willing to hop in a call and help me with the unity process

tough token
#

is it possible to change the animation of the point itself and not just link a facial animation to it

fleet zephyr
#

47;(664;

#

636;62

#

26;7

tall pumice
#

Specials menu changes a param to 1 as toggle, param tab has param named Knife. Blend tree has Knife Param as float. Changing the value to 1 switches to knife 1. But nothing actually.. Happens. The animations don't play. Any ideas? Do I need to communicate the params somehow?

#

My animations also have Constant 0 stream 1? but the other animations on this model have constant 1 stream 0

#

Not sure what that means

#

They are both 0 frame toggles for skinned mesh renderers

#

My knife animation should set the c_eternal_reward gameobject's skinned mesh renderer to 0

arctic ginkgo
jovial spoke
#

This is much harder than i thought it would be

timber wharf
#

๐Ÿคทโ€โ™‚๏ธbeing generic is always easier

tall pumice
#

Its staying visible even when I test it, which means the first animation isnt even playing properly (the animation to hide it by default)

#

Finally figured out and fixed my issue, realized. You can't make animations on packed files or whatever, you have to unpack them

somber sequoia
#

er... that's not quite accurate

fallen cobalt
#

I've noticed some worlds that have item attachment systems are flipped 180 for my avatar, and I'm aware that this is an issue with avatar development that occurs sometimes but have no clue how it happens or how to fix it...

#

I've seen in Unity that when I enter play mode, the position my avatar faces is flipped 180 degrees, but again have no clue why this happens really?

night ember
tough token
#

i can change the animations attached to each gesture but it doesnt do anything it just does the regular animation in vrchat

tough token
night ember
#

same place where you put the fx layer

tough token
#

i copied the fx i use to assets

night ember
#

the avatar descriptor

tough token
somber sequoia
#

no, the one on your avatar - click the avatar root, look in the inspector, somewhere in there is the list of animator layers

tough token
somber sequoia
#

no, that's the animator component. But on that object should also be the avatar descriptor

tough token
somber sequoia
#

ok so you have the default gesture layer

#

if you want to make gesture animations, you'll need to make a gesture layer and put animations there

tough token
#

how do i make one

somber sequoia
#

I don't have a link to docs or tutorial available, sorry

tough token
#

cant i just use the default

#

but change it

#

like as a template

somber sequoia
#

there's a sample one in the SDK somewhere

tough token
#

uh

#

what would it even look like

#

this is so confusing

somber sequoia
#

Packages/com.vrchat.avatars/Samples/AV3 Demo Assets/Animation/Controllers

#

(sorry, doing other things too)

tough token
#

which controller would i use for a gesture layer

#

the hand ones are identical to the fx layer i made

somber sequoia
#

I forget, I just knew where the samples are

merry thistle
tough token
#

i think i found a video on it

merry thistle
north atlas
#

And? did you check the console?

somber sequoia
merry thistle
tough token
#

the video i watched wasnt showing me what i thought

#

he was explaining how to attach things like a dissolve animation to a gesture

#

but watching him i figured out i had to make a new controller and replace the gesture with my own animation and then use the gesture index to link it to the gesture i replaced

#

now it works

west cipher
#

need some advice! im trying to optimize an avatar but seems like nothing is making it work. ive crunched the textures. deleted practically everything off it. it doesnt have any vrcfurry assets, not even gogo. i even tried deleting everything off the model and it still was somehow above the 10mb limit

#

none of the materials other than the body itself has any textures and all those are only 512

ornate stump
west cipher
ornate stump
daring lark
#

Hey so Iโ€™m almost done with making this custom avatar

#

When is blender it wouldnโ€™t allow me to atlas the materials

#

In

#

So I went to the previous โ€œunoptimized version and atlases it

west cipher
daring lark
#

Iโ€™m trying to get this on my model from this png

#

I used chat gpt but it looks very wrong

#

Hereโ€™s the atlas png

#

How my character looks after trying to apply it

ornate stump
#

When it started to look like the old lara croft game then increase the number a bit. Blendshapes are also big contributor to the mesh size, to make sure to delete any unused blendshape.

steady summit
#

can I use a second Expression Menu as submenu? I tried and my toggles just don't work and I did everything like always but this time I didn't use a GoLoco submenu

ornate stump
west cipher
#

do you mind telling me how to get to the tool?

ornate stump
pine heath
#

forwarding this cus i legit have no idea whats causing it, comissioned to get the entire thing re rigged it still does it

raven orbit
pine heath
#

yes

#

would using the cats plugin do this?

hollow meteor
#

im trying to add physbones to the egirl base chest but its not working.. can anyone help?

ornate stump
daring lark
#

How do I fix?

regal leaf
#

Finally trying to fix the avatar-

#

This is what we're trying to fix

ornate stump
regal leaf
#

The model clipping into the ground

ornate stump
regal leaf
#

Better seen here-

#

Pumpkin avatar tool? Alright! I'll go look for that!

#

I've been trying to fix this for a while, oops

hollow meteor
ornate stump
#

Can you screenshot bone hierarchy where you added the physbone in unity?

ornate stump
# hollow meteor

Since each bone chain has only one bone so you have to set endpoint position for each physbone.

hollow meteor
#

how do I do that?

ornate stump
hollow meteor
hollow meteor
ornate stump
hollow meteor
#

I cant figure out what to make it vrcTupCry they're long gizmos is that normal?