#avatar-help
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i don't particularly mind that tbh
i would only use gravity for big tails
but if thats your thing then go for it, again just test things out!
yeyeyey
:/ it STILL says failed
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
Yes
VRChat runs on 2022, you can't use a newer one
Should that not be an error
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)
yellow warnings are usually 'this probably wont work but you can still try lol'
nah that warning means absolutely nothing
its the only thing I can think of being an issue
There are a TON of tutorials on how to use blender. This is going to be complex. See also #3d-modeling.
If the tail is not a separate object, go into edit mode for the mesh, select all the parts you want, shift+d to duplicate them, move them wherever. You'll probably want to duplicate the bones also to rig the new one...
animator was alr fixed
gotcha, appreciate it!
update to the latest unity then resent a picture of your SDK before you upload an avatar-
?
"The Donut Tutorial" or any of those by Rainhet are probably quite useful if you're really new
im assuming 21f1 will work in place of 22f1
why in Edit Mode the earring looks like this and then in Object Mode it looks crooked?
No, you want 2022.3.22f1. You can get it via VCC if you like, or go to the archive
ah lol I was more referring to a specific tutorial on how to do things like this, I don't actually want to learn blender just enough to do what I need lmao
I can't use vcc either (linux), so I just do it via UnityHub, there's an archive button.
also linux lmfao
You really do, this is not going to be very simple.
I can ignore compilation errors right
No, I guess not
how do I reinstall a package
how did you install it the first time?
how would I fix this
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.
do it outside of Unity
still says nullreferenceexception
do I have to just remake this
can you not convert a project
from what to what?
6000 to 2022.3.22f1
ooh, I'd close Unity and delete the Library directory in the project, then re-open it
ok i can just export the avatar and then make a new project
oh?
ok
close unity or unity hub
Unity, hub has nothing to do with what's inside your project.
no dice
i'm just gonna remake it; i exported the avatar
hm
when I click "edit" on view
it doesnt show the draggable thing
hey, need help with a blender model. not really avatar related. willing to pay a bit
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
pink = broken material, likely a missing shader
Ahhh I imported the unity package for lil toon I am guessing I need to do something to apply it
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
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
THANK YOU!!!! My autism was looking for what he said in direction lol Page says the link above so I click the link above not realizing its two seperate links up there. See the TISM is strong with me
lmao- yw
how can I fix the model looking different in Object and in Edit mode without having to redo everything? The model looks right in Object mode btw
If my particles are in my head how can I make them show up in mirrors?
~~Add the headchop component to the game object that the particle system is on. https://creators.vrchat.com/avatars/avatar-dynamics/vrc-headchop/~~
Ignore that
Uh, they should appear in mirrors.
I guess maybe you still need the headchop component?
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
This caused two wonk bugs: my eyes were snapping to a weird position, and my hands look like they've been steamrolled
I fixed the eyes by removing their bone references from the Human rig in the rigging settings for the model
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?
There's an example of the hand opened, it's... really stretched and freaky looking ๐
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...?
Q: Is there a max distance you can make a 3D audio source for an avatar before the sound just Doesnt Play Anymore?
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
(this is for a roleplay avatar, not something im gonna be pestering people with in random worlds)
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
Ok, new issue, A hole has appeared on the model in Unity and in VRC but I cant find it when opening in blender
Ok I think I seaked it but now the area has some weird grey untextured parts
Avatar spatialized audio has hard cap at 40 meters range.
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
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.
this make a difference inn performance? not sure if ittl lag annyonnne
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
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
I cant upload my avatar bc it says upload failed, what may i do?
if it has gogo loco you might not have put the correct layers in Crude
no it's jut telling you that "kaiser" usually has the preferred visual outcome. there's no pperformance difference
whats the prefab that people use to make clones and ragdoll? trying to use it for my loki avatar
hiii does anyone know how to achieve this type of shading? (this image isn't mine and i got it from pinterest)
looks like its just realistic without any metallic or smoothness
https://www.youtube.com/watch?v=J9HmE7N84uQ I figured out how to fix the hole using this, If anyone needs help with holes this will help
do i use poi toon or liltoon?
is there a way to combine these
sure, in blender. but why would you do that
i need to lower the collision count and im assuming that would help
considering unity highlights those when i click on the problem
currently im at 540 collisions which is like 38 above the pc max
That's way insane
You realize you could also just get rid of physbone scripts and/or lower the collider amounts in those scripts?
that sounds like the animation itself broke
that can happen if you change the name of clothing
cuz then, it cant find it anymore
i am lost still ngl
it depends where you added them
some people add them straight to the bones they need to go
other ppl make a "folder" call it dynamics or physics and put them there
I will repeat myself
Sometimes, people put the physbones right in the bones they need to go, in which case theyd be on your armature
Such as in the hair for hair jiggle, on the ass bones for ass jiggle and so on
its an import from vroid
i believe so
Did you see and scroll past your avatar descriptor
ok
then in the inspector window, see whats there
youre looking at things on the actual avatar, not for files in the asset folder
This is crazy basic stuff, id like to suggest watching general tutorials
As for vrchat, no avatar has a collider on the spine
I know vrm does this
But colliders are not for a humanoid setup here, we use colliders so that physbones (hair etc) does not clip say thru the chest
so you can remove any and all physbone colliders that go past this sense
so like remove the ones on body parts
Here's an example
this is my avi
i want the tail to collider with the legs so the tail doesnt clip in front of me when i walk backwards
so i have colliders for that AND those colliders ARE ASSIGNED in the physbone scripts of the tail
So you see, spine, arms, head, totally unnecessary for anything
i see
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
when i was being taught how to make avatars from vroid they never mentioned this
i assumed it was optimized already
yes
because the two systems work quite different
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
such as for the hands and fingers
this promises that everyone can move peoples physbones even when they never added colliders to fingers
so should you only have colliders on specific hair and stuff you dont want to clip into your body
You wouldnt put colliders on hair
didnt you put one on your tail
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
no
i added physbone script to tail
add collider to legs
then ASSIGN the collider in the physbone script
this img is from the tail physbone script
my hair is really short so i dont think i would need colliders on my chest, legs, arms etc right
oh that makes more sense
can i simple uncheck the check boxes on the scripts
or do i have to remove them manually
its better to get rid of them
I heard you have to select android platform for it to be quest compatible is that ture
true
you have to select quest as build platform and upload it - if it lets you. Yes
it told me it was disabled
also im still appearing as a robot ingame
that was the only limit that i was aware i was over
theres these but i was told they shouldnt be a problem
the top most message is important
if you use any other unity version than supported, even if its newer ones, youll always be a bot
when i opened project in VRCC
it said i could switch to the recommended version and i clicked it and it switch
and opened it
I usually include the armature from the hips out so that i only need one armature link component
Could mean something else by "presets" tho
like this
how do i explain i guess i wanna swap between outfits without having to toggle each item n and ff
on and off*
As far as i know, you cant do that with vrcf alone
i did this in the past and what i did was i used a full controller component
made toggle animations myself
put them all into an fx layer by hand (yes it sucks cuz its a lot of work)
and then for whole outfits, you can use parameter driver to drive all toggles of one outfit by one button
that sounds like a whole lotta wrk i aint feeling tonight xD
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
thats the only way i see it possible though
well ty
anyone?
you say "eye lids" (assuming blendshapes) and then eye bones, which one are you using? Which layer are you using?
i use the eyelid bones to rotate the rigged eyelids and the FX layer
Completed โ โ โ โ
i dont think you can animate humanoid bones in the fx layer
Does it looks cool ๐??
Will it work if I put my controller in the gesture layer then?
Read the middle part here https://creators.vrchat.com/avatars/playable-layers/#additive
sounds like what youre trying to do - a minimal change to humanoid bone that doesnt replace other animations but "adds"
This may be helpful as well. I havent messed with it myself but it may be relevant https://creators.vrchat.com/avatars/state-behaviors/#animator-tracking-control
I see. Gonna try that whenever i can
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.
Same happens with some ear rings on a cat ear avi that has physics on it
I have transparrent gaps in the hair when looking at myself with the spawnable mirror. Any idea what could be causing this?
Material is set to opaque
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)
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
I overreacted I just restarted my laptop lol
Anyone know of any skurts for rusk, milk or mint? Or any other character woth similar physique
If u do could u be as kind as to give me a link to where i can get it
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?
anyone having issues uploading a avatar at the moment
after logging out and back in this time around its back to "the operation has timed out"
and yes after i copied my project to reupload my avatar with different outfit and controller and menu, i removed the blueprint ID
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
spatialize it, theres a checkbox i think on the vrcspatialaudio component that does that
What is the best way to size clothes to a model?
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
Especially for clothes that weren't made for the model I use
I dont understand if im using the wrong tool or just doing it wrong completely
Anyone know how to enable an object during a afk animation
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
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
idk if its a me thing or if the sdk is having issues rn
having issues too
ok so i wont mess with anything rn might be sdk bugging out ill just wait a few hours
yep i gave up for now i mean only thing i changed was out and menu and fails
yea im pretty sure its a sdk thing bc i tried looking at my other avi and its doing the same thing
come back later hope it works

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
if youre using solid color materials, either use vertex colors or use mat combiner addon to bake your materials into one atlas texture.
Hey all, would anyone here be able to help me with a question regarding modular avatar?
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
here's a video of myself toggling the option off in vrchat so you can see what it's doing in greater detail
This is probably a better video showcasing the issue
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!
is your main color texture doesn't have alpha in it?
Unsure?this is the current main color texture being used in the shading setup
i think, it does have
@tiny spire you can try plug the image texture's alpha output pin into your Principled BSDF's alpha input pin
I'll letcha know if that works
i'll slap myself silly if it does LOL
seems to have partially done the trick!
wait nevermind, it has fixed it. โค๏ธ thank you so much
I do have one final question because i cant figure out where this map belongs
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 
is your clothing detailed enough? the height map would modify the vertices positions, but it wouldn't look too good, if it's a low poly model
detailed enough! not really too bothered was just always curious about its usage texture wise
you can use it like that, you need a displacement node, and maybe change some settings too in the rendering tab
or maybe throw in a subdivision surface modifier too, to get better results
to more vertices you have, the better is the result
I see, so more for high vertice' detailed textures/models
yeah, for games, you don't really need it, normal maps usually just fine for the details
Thanks a lot โค๏ธ I appreciate the help
anyone here have experience using motchiri's shader? causing this to happen when i hit play mode
nvm i figured it out, wasn't using gesture manager to compile it in play mode
Aptempt number 15 at making good looking blendshapes for the lipsync. (The white part is made of glass, I just couldn't adjust the material in Blender to make it transparent.)
What do you guys think? Any suggestions on how to improve it?
still cant upload the new avatar
How do i make a sound when a particle collides and plays a sub emiter
you can't on avatars
well I mean you technically can but just not with a particle alone
well how is that done
rigidbody
i see
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.
you could use one of the 2 particle shaders you can use on avatars to just make it not visible entirely
How do I enable an object during a afk animation, mine is already toggled into the afk animations but it doesn't show
use AFK bool in fx enable disable stuff
Im asking because this is what happens when I use the VRChat/Mobile/Standard Lite shader.
quest doesnt have transparency
I know, thats why I was asking. Because if I remove the glass, it looks a bit too ugly...
How does this work? Sadly I'm using a prefab that made its afk animation in the action layer instead. Sadly alot of videos are mega out of date too
animation goes to action - object in fx
[ object off ] < AFK false | AFK true > [ object on ]
I think I get it, once I work on it later I'll let you know if I need help thank you
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 ;_;
does anyone know if the physbone parent constraint issue is going to get fixed? (physbones incorrectly apply motion from original parent when parent constrained)
i thought this was fixed already, i remember it being rolled back temporarily, but i thought they ended up implementing it
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
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.'
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......
So that didnt work
Similar question to last time but, this time i have an opacity map
does that go in the alpha input pin for principled BSDF?
cus its not looking proper in blender at all 
if the opacity map is a solid black and white map, rather than a transparent image, you'll have to set up the shader using a mix shader, with transparent shader in one slot and the principled BSDF in the other, then in the factor is where you plug in the opacity map
wait no im wrong, it would work fine in the alpha slot of the bsdf
if it is transparent, it needs to be set up like this
Its setup like this for now, but it didn't affect the opacity whatsoever, and using the different blend modes breaks the texture
oh wait
i might see my issue ๐คฃ
oh what version of blender is that
Old lol, I flip between 3.0 and 3.6
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.
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 ;-;
If you cannot reproduce the behavior in unity, try using the debug panel in-game to observe the state of animation controllers, parameters, and other avatar information (like temp pose space).
is temp pose space an add-on? sorry this is getting into things i dont know
No, and it probably isn't relevant to your issue
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
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?
ohh okay
The panel is organized in 3 columns. Left is parameters, right is general/misc avatar info, and right is animation controller states
It's in your radial/action menu. Iirc it should be under settings, then avatar
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
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
This is intended to be used for adjusting your height when posing (sitting, laying down, etc)
It's what gogo loco uses to adjust your height when posing or using the hover feature
Anyone know why my models body is stuck facing a specific way
Wanted to see if maybe its a unity issue before going back to blender
anyone know why poiyomi is showing larger file sizes than if i look at the texture directly
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
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 ^^"
You need blendshapes, with specific names.
Here is a ok tutorial (quite dense) for it https://docs.google.com/document/d/1dqzjyvJPa845Atbq5oUaWyt19OK_ia0m325nvYddHy4/edit?tab=t.0#heading=h.uimgiwuhtiuv
The blendshapes should be named with Japanese characters only.
oh...
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.
Yeah I guess..
So I need to rename my blendshapes with those characters?
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.
compression doesn't affect memory usage, just download size
I'll try
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)
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.
anyone else still having issues uploading avatars? like my sdk is just stuck infinitly loading
some shaders offer this ability and some don't, if you're using poiyomi for different types of maps, some can be channel packed, like metallic, smoothness, occlusion (i haven't done this myself since i usually do flat/cel shading so i could be wrong on which maps can be channel packed, check the documentation of the shader you are using)
Like this?
I was a bit too lazy to do every blendshapes, so I just made the ones I thought were the most used. ^^"
Yeah, that should work
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 ^^"
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
Modulate? Since theres 5 ways to add clothing, lets start by how do you add it? Unity? Blender? Any addons, scripts?
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
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
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
yeah I'm having the same issues, seems like an API issue
worked like a charm, thanks!
so is it a waiting game or what can i do to fix this?
I have nothing to do with the VRChat API so can't answer that
ah
interesting that the cancel button just outright hangs it
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
heh that's a lot of mesh objects.
did the asset come with any instructions?
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
hmm, looks like no real instructions, but they do have a link to avatar tools near the top of the store page (if i'm looking at the right one)
maybe that could help? a brief looksie makes me think it can
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?
ok so it turns out maybe I can answer this - for me I'm having IPv6 routing issues, which happens with my ISP occasionally. Just disabled that and the avatar upload worked properly.
Maybe it works for you too.
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?
in the fbx import mesh settings change blendshape normals to none instead of calculate
thanks!
im going to be real no clue how to do that haha
there's always google
anyone else who's used motchiri's shader had problems with rim light breaking? is there a fix?
it worked, thanks!
oh nice!
Does anyone know the name of this avi???
How do I look it up??
the first post there literally tells you what to do
is there a way to have 1 gameobject with a Collider on it work with 2 separate Radial animations? 
I don't see why not, though you might have to get complicated depending on what you're trying to do
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.
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
ADVENT?
yeah
the issue is the 2 blendshapes need to use the same 2 Colliders (scaling) but also the 2 blendshapes work together at the same time but i can only get the collider to scale with 1 blendshape, i could make 1 blendshape a toggle but that defeats the whole purpose of the thing, plus i have the animation capabilities of a toaster.
could be as easy is "if this or that, do the thing"
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
that armature is a bit sus, looks like a game rip. you might have to rework that
there's an example image pinned in #avatar-rigging
How do I fire a Particle without a Buffer?
The Devs said there was a another way during the 2022 upgrade but never said
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...
do you have the jaw bone mapped, but shouldn't?
If you aren't using it for the speaking, then nope, don't.
ight
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.
i have another question, should the eyes also not be mapped..?
If you use the eye bones for moving the eyes, then yeah, you probably want them
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
Opened my unity and there is nothingggg
Like what the heck
How can I get back to the regular screen
open the right scene perhaps?
I had to start over thought it would be easier to export as vrm but this is popping up
Iโm 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
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
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
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
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)
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 doesnโt 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?
set?
sorry a full outfit.
My tism called it a set in my head
so my fingers followed lol
does anyone know how to add face tracking to a avi i am having the hardest time figuring it out
there's a whole discord server for it, and some stuff here: https://docs.vrcft.io/
ik i am in it but i cnat find where it tells me how to add it to a avi its not my avi its my boyfriends ijust need to know how to add this stuff tto unity
If anyone is willing and has free time Iโm hoping to talk to someone about avatar optimization. Specifically for vroid models .
I'm not sure what's specific to vroid, but sure
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
got any un-applied transforms in Blender?
other then Armature nope
no, transforms, not modifiers
ah, that'd have been easy
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
Do you have an un-applied modifier? That can lead to missing shape keys in unity
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
Pretty sure you need a specific plugin to be able to decimate while keeping blendshapes
Good to be here
I'm guessing you added a decimate modifier to mesh objects
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?
Did you apply it
yeah, I'm pretty sure it doesn't matter which object
Also is your avatar an fbx
i dont know ill have to ask, i merged meshes tho and yea i exported the fbx to edit
What do you mean by exported it
i drug it from unity into blender then exported it in blender to drag it back into unity once i was done
Thatd be importing to blender not exporting to edit
yea i imported to blender, then exported it to unity
Cause if you exported it as fbx from unity thatd be a much bigger problem
should i have just saved it in blender and that would of carried over to unity since i just dragged and dropped?
no, you need to export a FBX from blender for this to work right
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
the issue isn't the export, it's most likely an un-applied mesh modifier
i really wanna have my avis quest since most of my friends are quest but if i cant its not a bit deal
oh you definitely can
do i have to apply a modifier? thats what they are asking
yep
not armature, but other ones that can't apply automatically in the export, you have to deal with
so where would those be?
Modifier tab where you added it tobegin with
What
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?
Thats just the animation preview pose
Stop previewing the animation
It's stuck on it, even when not previewing any animation.
Then drag in a new copy of the fbx
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?
vrcfury toggle with use a global parameter
do i have it set up wrong in that second image?
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
uh, use constant if you need it while touching
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
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
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
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
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?
swith to android in unity - upload same (more optimized one) avatar using the same blueprint it now will be pc & quest
Hi
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
ok so quest copating isnt happening then i guess because im not doing all of that because it sounds complicated and i hardly know what im doing lol
i plan to make more pc friends anyways, so
yep, it's a lot of work, I don't usually bother now that we have imposters
This is my avatar but idk how to import to VRChat
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
there are many many tutorial videos on this topic, have you watched any?
Does anyone know about the bugged trails? It appears fine normally but it appears bugged in mirrors/cameras
explain what "bugged" means, maybe show a pic?
I did and I dont understand very well
This happened after latest VRChat update
I dont have vrm converter
It only appears bugged out like this in mirrors
really not sure what I'm looking at here?
The red thing is the trail
Snapping to a point
(Sorry for the ping)
Has happened to other people as well.
is this a particle trail?
Yes
what is it supposed to do?
It's just a trail that follows the tip of the knife
"just a trail" could mean almost anything
What should I do?
Particle trail that follows the tip of the knife, it is activated via a gesture when said knife is toggled on
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
usually booth stuff for anime styled characters use liltoon shader
it will be in the dependencies list of the site
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
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
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!
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
I see this
oh
so i do need poi..
new project LOL
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
i assume the liltoon one will look a little more of whats expected here tho
Im sorry this is new to me I thought poi could only be imported before avatar
you might be right I am lost HAHA
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
ohh ok yeah because it says there is a poi version and liltoon
so I just import poi and fix the pink? I did that if you see a little up and it looked just grey
I was about to finish the avatar and this appeared
from the screenshot the grey looks like you didnt drag the correct materials into the slot
the mesh is using locked standard materials
ohhh so I need to drag the materials there from the higharche?
I also opened this up and for her fur I do need liltoon
you seem to have an empty scene.
Also, you don't need to import shaders first.
I havent dragged her in yet bc unsure what to do LOL
it certainly helps prevent confusing new users to do it first though ๐
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
quest tools is fucked also why are you using dynamic bone
i don't??? im pretty sure everything physbone
alright removing quest tools helped
Please read the rules before posting. You will get scam dms from here. Please go to #1204506421631393913 discord as they have a verification system
small correction
you will only get scam dms here
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
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.
Top, click "window" - "animation/animator". Its normal for that window to not be standard
Ohh! Got it thank you so much
I'd just cut it
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.
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
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
if you think like that, you will never make the changes you always wanted to make :p
might I also recommend after making a layout you like with all that you need save the layout so if you ever lose it you can just reselect it on the top right
Thank youuu I am def going to need to do thisss
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
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.
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
Can anyone else HELP me with this please<3
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
Okay give me a few min I will take a video of exactly what I am doing so you can better see!
even just detailing the steps is a big help.
Here we go
(let me watch it all first)
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
I'm sorry I don't know how to put all that into words I am so new
in the material you could turn backface culling OFF but that means quest users wont be able to see it have both sides with faces
which material is on there already? Like Zero said, take a look at the material slots - if you're trying to add the one that's there, it won't record, but you can add a different one and then add the right one, and it'll record just the last thing you do
how do i do this? im new to unity
Poiyomi
The one I was trying to drag is one I am adding I assume the dots there are the base material "skin color" that shows
Rendering options
Yes, but again, which is already on there? that one?
where do i find these? in assets?
Settings on the material which is on the object you're working with
I assume the skin color one is already on there? its like explaining math to a toddler I am sorry i dont understand
The material
You'd have to check this yourself, we can't from here. But again, if the material you're trying to apply is already applied, it won't record that. You'd have to apply a different one, then apply the one you want so it records the last change.
The one I am trying to apply isnt on the avatar I imported it into the project that is it so I am wondering why its not working
The way to do it so quest can see it is duplicating the collar in blender and flipping normals on the duplicate since a face usually can only have 1 side
The material i am trying to add shows up for a second then goes away and I cant add it
Why not record what you are doing and send it here
they did, it's linked a bit back
Oh
you arent even dragging it onto the clothing there
you hovered over the clothing for a split second which caused it to flash but you then immediately hovered over the arm instead
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 -_-'
its for the skin
I am trying to make a skin swap from the skin color to the alien skin colors
get the mesh material slot and drag material into that
Thank you this might just do it I am going to try this
does anyone know how to fix this texture issue? (1st image is intended look)
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?
that just looks like a completely different image
its the same image
is your head round then
shading? full lit wont do
no
do you have blendshapes or something
i dont think so?
that second image looks entirely intentional
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
Anyone here that can help me add an Mask to my avatar ?
just state your issue instead of asking to ask
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 ๐
if its just a mesh you can drop it onto the headbone then move and scale
well does it have bones
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
๐
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
is this simple to do >?
weight painting can be complicated depending on what you need to do
but reparenting and changing vertex group names isnt
hhhow do i do this?
I tend to just select two verts and j to join them, or maybe select a face and ctrl+t to triangulate it
cuts like this would work best here imo
thank you sm!
is there more errors than just that
anything is helpful
it seems to be a broken shader, maybe it's missing an include, kinda hard to say without debugging
hm
easy test just remove whatever its on/ try another shader
does look a bit better. thank you!!
could turn the other quads around the mouth into triangles to make absolutely sure that it shows up the same in unity as it does in blender. you may have to adjust the UV map
i can try that
these right?
yep, i would add additional cuts like this, switch to textured view, and adjust the UV map until it looks correct again
didnt seem to really work. think im just gonna cut my losses and go with the good enough one
much thanks for the help tho
you typically wouldnt want ngons
what the buns is a ngon
a not polygon
ohhh
a ngon is still a polygon
yeah, thats why i told morg to cut it into quads/triangles
How do you normally supposed to read this error? Looking at it is just a lot of "VRCSDK" mentions ._.
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
just expand it and take a screenshot? or is there a way to
show it fully without making a mess in your eyes xD
screenshot the whole thing
does it even say anything in the sdk window
thats not the full window
scroll all the way up
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
what were the new errors when you tried uploading again
before
after
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 ๐ญ
it's fixed. Fixed by uploading it 4 times in a row.
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
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. . .
it thinks theres a submenu with them somewhere
well, i've checked all my submenus, animators, anything that might use/have used the params. but nothing. it just doesn't exist.
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
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. . .
you have to find the parameter which has a hidden submenu item inside it, then delete that
ahh, i see. yup, that fixed it. thanks!
what does this mean?
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
this
i think vrc+ also just bumps you straight there
yep
it boosts you enough for another level but not outright just skips past the requirement of being new user
Can someone please tell me why this is happening when I try to update my model?
Show all 6 errors please
just a simple list is probably fine in these cases. But that infinite loop one is interesting..
i found the thing its pointing to
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?
the oculus spatializer or whatever?
yeah that's not out of the ordinary
Why do my materials keep zooming in??? It's so annoying!
at a guess, UV mapping?
I don't know what that is
very much uv trying to put a square image on that
How can I fix it
blender or fiddle with material texture setting offset/scale
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
Thats what I had done and it still did this
dumb exsample 99.99% not like yours look- a uv and you are trying to fit a square thing on it
oh, that's nice of them to include
I dont even know what a uv is
put image into gimp/photoshop ect put uv texture on it thats the visible part , scale your image to fit
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
copy from one tab paste into the other
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.
,, 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
I appreciate that so much ๐ญ
np
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
make sure the model is set to read/write in the mesh import settings
it was
on the sword? cause that's kind of the only reason it would have a number like that
yes
wanan buy it
trying this again. is it possible to make facial expressions for gestures using facial bones like jaw, eyelid_L and R on my model
i've used this tutorial before and the animations don't work in game https://youtu.be/UU9NFJz2qls
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?
Yes you will be coming a user when you buy VR Plus+ your trust will boost
Okay, thank you so much 
๐ when you do that just try to make sure relaunch it VRChat
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
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 ๐ญ
I do not know what is wrong with them and Iโve been at this for about 5 hours now I have no idea what Iโm doing
Yes. If you want to animate a humanoid mapped bone, you need to do it on a layer that isnt the FX layer (usually action or gesture for non-locomotion animations, or additive for additive idles), and you need to use animation control in order to animate them on any layer that isn't the Base layer.
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
dont mind my friend in the background, heres a video
rig the fbx as humanoid
how does one fix that?
I need to mention that my eyelids and jaw bones are used for eyelook and jawflap in the descriptor. Basically i want the blinking and lipsync to stop when i do my expressions
turned it off and on
nothing changed
would anyone be willing to hop in a call and help me with the unity process
is it possible to change the animation of the point itself and not just link a facial animation to it
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
Yep, you will need to use the tracking control state behavior
This is much harder than i thought it would be
๐คทโโ๏ธbeing generic is always easier
I think my animation just isnt working for whatever reason
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
er... that's not quite accurate
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?
any1?
gesture layer
i click on fx and go to the layers and it shows left hand and right hand
i can change the animations attached to each gesture but it doesnt do anything it just does the regular animation in vrchat
gesture layer not fx
where can i find that then
same place where you put the fx layer
i copied the fx i use to assets
the avatar descriptor
no, the one on your avatar - click the avatar root, look in the inspector, somewhere in there is the list of animator layers
this?
no, that's the animator component. But on that object should also be the avatar descriptor
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
how do i make one
I don't have a link to docs or tutorial available, sorry
there's a sample one in the SDK somewhere
Packages/com.vrchat.avatars/Samples/AV3 Demo Assets/Animation/Controllers
(sorry, doing other things too)
which controller would i use for a gesture layer
the hand ones are identical to the fx layer i made
I forget, I just knew where the samples are
.
And? did you check the console?
are you on the right Unity version?
Yes
i figured it out
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
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
Did you start build again to make it recalculate the size?
yes, it goes down only a few points, if i leave the one outfit its 12.5mb if i delete everything its 10.45
The mesh itself (nearly translated to polygon count) also is a big contributor to the size.
Hey so Iโm almost done with making this custom avatar
When is blender it wouldnโt allow me to atlas the materials
In
So I went to the previous โunoptimized version and atlases it
im not entire sure how to decimate in a way to not make it look like an old lara croft game
Iโm trying to get this on my model from this png
I used chat gpt but it looks very wrong
Hereโs the atlas png
How my character looks after trying to apply it
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.
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
VRCFury also has a tool to bake blendshapes which should help reducing size from blendshapes significantly.
do you mind telling me how to get to the tool?
Google search should yield as the first result.
forwarding this cus i legit have no idea whats causing it, comissioned to get the entire thing re rigged it still does it
in blender are the eye bones pointing straight up?
im trying to add physbones to the egirl base chest but its not working.. can anyone help?
Do you see bone gizmos show when you added physbone?
Can you be more specific what "this"?
The model clipping into the ground
That's called bike pose. Use Pumkin avatar tool to reset the pose.
Better seen here-
Pumpkin avatar tool? Alright! I'll go look for that!
I've been trying to fix this for a while, oops
no I dont and I have them on and I know the base has bones cause it shows them in blender
Can you screenshot bone hierarchy where you added the physbone in unity?
Since each bone chain has only one bone so you have to set endpoint position for each physbone.
how do I do that?
See "Endpoint Position" in physbone component.
oh yes
what do I put it to?
Whatever number that make your bone gizmos appear and look correct.
I cant figure out what to make it
they're long gizmos is that normal?