#avatar-help
1 messages · Page 37 of 1
make it like 0.001 or 0.1 whatever numbers look right
im trying to make it so that it doesnt go far out like this, idk where to do that
y
why didnt youjust make the endpoint a smaller number
I changed the y and the smallest number I can do is 1.0 so im confused😭
it still stays the same length
there's no reason you shouldn't be able to make the end point position Y smaller, it worked for the Z value right in that image you sent
yes idk why it doesnt become smaller, it only changes angles
smallest number isnt 1?
you can have a really small decimal
like .0001
could anyone lend me a hand in a upload i bought a avi off booths 
Anyone know the current dimensions of avatar thumbnail pics? Google says its 1200x900 but when the thumbnails are put into photoshop and expanded don't scale up to 1200x900, it's quite off.
4:3
ah
Still doesn't scale up to fit the 4:3 aspect ratio
Do the avatar thumnail dimensions change depending on what resolution you're running the game on?
Probably?
I just know the thumbnail in unity is in 4:3
you beter off with uploading some template like uv unwrap one and check what actually fits. vrc uses random aspects in different places, like website, avatar pedestal etc.
Unity is 4:3
Ingame is the in between of 4:3 and 1:1
Pedestals are squares
Dont remember the website
Side wing ingame is also a square
Very inconsistent
anybody got tips to fix the clipping?
blender is not my strong suit
Shorten the sleeve to ignore the problem entirely or sculpt it around the hand
i would
but im not good at modeling (at all)
Id recommend going 4:3 and putting everything required in a 1:1
Wont get better without trying
bwehh
Twas how I learned
i learned unity but not blender
i regret it
how would i even shorten the sleeve btw
ik how to sculpt it, but that result isnt rlly that good
Edit mode
Select sleeve
Shrink it on one axis a tiny bit and/or slide it over
ty <33
ive now learned how to fix long sleeves
except maybe the textures
Hi, I was wondering if anyone might know why i have this weird patch on the bra and body texture in the same place. It only shows in unity and blender but doesn't show in the substance file where i did the textures (can't paste the body texture here). I did manage to fix the bra in unity but not in game. Just wondering if anyone might know or have any ideas??
Have you tried to apply different materials on it? Maybe it is some shader texture in material slot that make this
i can try remaking the material and seeing what it does
How would I add particles to a prop when you trigger a gesture? Like for example if I was holding a sword that I toggled on and I make a point gesture it turns on particles for the sword.
kinda like if PropA = true and PointGesture = true then particles = true
What does this mean and how can I fix it?
Yeah! Still need help?
You have 6 errors, only 2 show in the ss. Scroll up please and show us the top ones
I figured it out. Thank you, though!
Nvm I did some testing in the FX and did it
I give up. Im just burning myself out for nothing
ok
When I have a helmet, parented to avis head with parent constraint, it doesn't scales correctly with vrchats avatar scaling, but its ok without parent constraint.. where to look to fix it?
does anyone know why my view is like this?
i mean, it's scale is ok, but it's shifts over and under the head
So changing it fixed it in unity but not vrchat. I'm so confused xD
Why are you using a parent constraint rather than just simply parenting the helmet object to the head bone?
cause im manipulating it, taking to hand, to bike, etc.
it has 3 parent constraints positions
Maybe you need to use a scale constraint based on the position of the helmet?
how does one add polyomi toon onto the VCC app?
like when you hit "manage project", it should show up with polyomi toon
or is that not a thing
You need to add it to your packages first, its not there by default
howw
In the vcc, go to settings (bottom left), then to "packages" top middle item, there, on the right is "add repository" button, click it, add "https://poiyomi.github.io/vpm/index.json" and confirm adding it, then you can go back to your project, hit "manage" and it should now be in the list where you can hit "add"
thank youuu
very helpful
does anyone know why my camera view is messed up?
and - it is scales correctly, but its vertical position is incorrect, like at 25% avatars size - helmet is deep under the floor
and i also have wings constrained to 2 parents and they don't have same broblem
almost sounds like another constraint isnt set to 0 and "pulls it downwards"
no, just tested, not the reason.
I just wanna ask this so I don't blow something up. to upload an avi, you just drag the avatar file into this?
then this?
figured it out... the empty parent coordinates was zero to head, but should be zero to all model and not zero to head
hi I#m new to vrchat what would be a good avater for me (I'm a german femboy)
I think it's more about avatar creating technical problems solving type of help, than avatar choosing.
make friends ingame, and ask them, thats what vrchat for!
ok thx c:
try to install VRCfury again to your project
which version?
a think latest one will be best
"Youre missing files...." you need to import gogo loco alongside vrcfury
the avi said it has gogo in it..
oh
im fucking dyslexic
one sec
where would I find "GoGo Loco by Franada"
I did that, I more so meant the link so I can add it as a package
Gogo loco has a website thatll list the vcc link
Whats unclear about it
is that the link..? I searched "VCC" inside of the website to find no results
Ya I can't find it. searched for 10 minutes, didn't find any link for it that has "vcc" in the link
How can I have permission to make my own avartar with unity?
Nothing is stopping you from just downloading the package and importing it to unity. It does not have to be through vcc
Ik, I just did that. just wanted it to be in the packages screen so its super easy to import everything all at once
https://spokeek.github.io/goloco/ (click it, dont try to add this in vcc)
thank youu
I just couldn't find it.. sorry..
when I freeze and unfreeze VRC constraints to the world, their behaviours is very inconsistent. sometimes it teleports back to the rest position, and other times when moving to a constraint position the rotation is offset incorrectly.
I've tried both with and without rebaking offsets, but haven't been able to come up with a consistent fix.
is there a method of making it work like the old system of grabbable props using the old constraints?
I have set it all up but its not appearing ingame when i toggle it on
I really have no clue why
I made 2 other toggle props before this the same way and they work fine but the new prop isnt showing up
the only thing different about it is that it has an extra module called Raygun Fire attached to it
which plays a particle animation and mp3 when you do a hand gesture while prop is on
Have you tried debugging this in play mode?
wym
Use gesture manager, which can emulate playing in vrc to a certain extent
You can then use it to toggle the item on and see whats going on in your parameters and animators as they happen better
that seems like a better solution than uploading each time after tiny changes
Anyone good at weight paint? I don't know how to make it so the dress don't look weird when I'm moving around
uh why does my playmode look like this
cant really move the camera like scene
switch to the scene tab
nothing is stopping you from going back to scene
if i switch to scene and toggle on anything nothing happens though
i figured it only happens in game tab
nvm its bc my dumb ahh had it paused my fault
i still dont understand why this isnt working
i mean
everything should be set up correctly but turning on the raygun in the radial menu does nothing
right
so in gesture manager you have a debug menu
look at it
find the raygun parameter
is it being driven yes or no? start there
uh yes
Now you need to look at the playable layer this is taking place at
look at what the animations do in the responsible layers - does it play the on-animation? if so, check the animation itself and check the path of said animation (often ppl rename things and this causes the animation to no longer find the original object as it goes by names)
As far as I can tell everything is correct
when the Raygun paramater is true for some reason the Raygun ON module doesnt activate
even though the transition condition is Raygun = true -->
figured it out
damn
How do you make an animation activate with acceleration?
I know how to set world based particle systems etc, but what if I want sparks only my feet that only activate during movement
I feel like I remember that being added like a year or two ago I just cant find it in the unity sdk
is it like a parameter in the fxlayer?
id assume the X by speed options would be where you set something like that up but idk
i havent touched those
anyone else unity taking forever to load packages in
yes if you are up
hahah
nevminnnndd my bad i was asleep however i get off work is it okay if i add you
I'm trying to make a prop grip animation.
What could cause the animation from not animating however it's clearly running when I'm testing it with gesture manager
I do have the toggle as an FX and the gesture layer for the grip animation
It's also when using gesture manager I can't seem to pose my hand gestures either.
so im trying to upload an avatar for quest and cant find my pc version of the avatar on unitys content manager but i can see it on the vrchat website. is there any other way to find the blueprint to my pc version of the avatar or to possibly find it on content manager? thsi has been a issue for quite a while
If you can see it on website, copy (your avatar's bpid) in https://vrchat.com/home/avatars/(your avatar's bpid) and paste it to pipeline manager on quest version of the avatar.
you may need to put an Animator Tracking Control that disables the finger animations (then another one that toggles them back on when the toggle is off)
hi
i want to go back to the og shader my avatar used but i have since closed the unity project and can't go back
To back to where?
the original shaders
liltoon
i switched to poiyomi
i want the exact settings it used
Then you import the original material from avatar package back.
i transferred the weights from the body to the clothes but its not working plz help
I’m new to blender and I need help with something : I’ve been trying to shape avatars but without the mirror modifier I can’t. My character has a lot of fur on one side of the head but with the mirror modifier on I can’t make it otherwise it looks very odd how can I fix this?
can you be more specific? or send a screenshot, because it's not clear what the issue is from that description
Yep I’ll grab a screenshot
basically say i wanted this point on one side only. i cant turn off the modifier otherwise the other side of this shape will dissapear
disappear*
yeah thats how modifiers work, you have to apply the modifier to edit both sides individually. when im working with an object that's mostly symmetrical except from some small details i hold off on modeling those asymmetrical details until i'm done modeling everything else. there's also a mirror option in edit mode that will apply edits to mirrored vertices, but it doesn't work well with asymmetrical sections.
Oh alright! Thanks so much for the help!
other symmetry options are here
Yep I understand better now, thanks so much!
Anyone have any idea what this error is, I can't open any unity projects? I did a clean install of both unity 2019/2022, as well as updating visual studio.
Is there a way to somehow increase the parameter synced data limit? It's on 264-5 I believe and it gets filled up so quickly.
no
wheres the document defining what gestures are tied to what?
How to make an animation loop itself forever?
anyone know why avatars getting 2 different ratings?
in the Avatar List and on the Homepage the Avatar get marked as Very Poor but the Info and in unity it says Medium.
Its not the only avatar i have this strange problem.
enable loop time and never exit the animation state
if you mean the parameter values, its on this page https://creators.vrchat.com/avatars/animator-parameters
Ye, I already fixed that. I just forgto to retype
nah like what gestures are tied to 1 - fist 0 - hand open that sort of stuff
yeah, its on that page
Unity takes a guess at your avatar's performance but it can really only be decided once it's built. There might be animations that have material swaps, for example, which increase the number of material slots, but unity doesn't take this into account - VRChat does though.
but the rating in VRChat itself is different too.
in the Preview it says Very Poor. But the Details sign says Medium and all stats are not even near Poor or Very Poor. (even if i would count every Material on the Avatar)
if i use the Avatar other people also see it as Medium
so only on the Preview and on the Website its marked as Very Poor
Thats weird for sure
What does it say is very poor in the avatar details? You can tell what statistic is in each performance ranking based on its color in the avatar details
its Medium in Meshes but everything else is Good
even if i use Thrys Avatar Evaluator it gives me no infos why it should end up as very poor
and i has no VRCFury setups or anything.
Hey there, Im having some trouble with my avatar on unity. I'm unable to actually click on any of the physbones on bones on my avatar to test them.
Is there something I have disabled thats causing this? I have pretty much every setting on the physbone settings to make it grabbable.
Can you make a parameter that is active when you are moving your character?
detect velocity trigger stuff
So its a trigger style parameter? Where do I set that up? Is there a link to the vrchat documentation on it?
https://creators.vrchat.com/avatars/animator-parameters/#parameters , you can enable debug ingame to see your movement speed
only have one camera active in scene
if you have more than one camera enabled it breaks
Gotcha', Thanks for the heads up
Thank you
does someone know the name of this model?
oh, sry for posting here
Would somethign like this work?
i just want a particle effect to come out of my shoe
I dont know if I need to set a cap on velocity somewhere else
The 3 transitions are just for X Y and Z
so any of the 3 will trigger it
If you just need a particle you don't even need this. Just make your particle system emit over distance
wow, that was incredibly easy, thank you
i didnt even know that was in the emission
The more you know hehe
Hi, is anyone else having an issue getting avatars under the limit for quest compatability? Is unity increasing the size of things? The same avatar I uploaded a few weeks ago is suddenly much bigger, without anything being added to it.
if you use vrcfury ectect it will add things , just do a offline build to see uncompressed/compressed , can easy get my quest avs under 10mb
Hello! I'm trying to set up an object on my avatar to be grabbable by other players . I've tried with a physbone on a bone in the object as well as with the object parented to a constraint containing the physbone, but I've only been able to get it to rotate in place and not stretch to follow the hand when grabbed. How can I fix this or diagnose what might be wrong?
How do I put a retuxture on a texture swap thats already on an avatar
put it on the material
I can't find the material for the alt texture
what
I can't find it
then you should probably go find it
Well thats kind of rude to say don't you think I kind of already tried to look for it😭
I know where the texture image is and I already put the texture on but I don't know if it also applies onto the alternative texture that came with the avatar
Well I can't find the alternative material thats the issue I looked for it duh but I can't find it
cant tell you where it is since its your project
Where would you find the material for a texture thats on a avatar that has an alternative texture on it where would I find that texture
in the assets folder
again its your project so we cant tell you
Hey guys I need help, my idle animation doesn't work, I looked for the avatar locomotion and added the new idle animation to replace the regular stand animation but when I go in vrchat only the hands move and the avatar is still using the default stance, is there any other way to make my sway idle animation work properly?
Im gonna send a screenshot of the assets folder cause I looked there aswell and I didnt see the alt texture I will aswell send the avatar link so that you guys can understand
I just renamed the animation, hopefully it works
no matter what I do in the avatar controllers the stand animation won't change, yes I close vrchat and open it again btw
not sure what your animation is supposed to look like, but one thing that might be important to know is that the tracking states (as seen from the avatar debug menu) can affect animations even on desktop. i know in particular the head will be kept locked to your view so long as head tracking is on. you may have to disable tracking using a state behavior for that kind of idle animation to work. also, you might have better luck putting those animations in the gesture or action layers
I put the eye texture on the eyes but it wont show up
Its suppose to be red eyes btw
the avatar debug menu is visible in game, but it's only useful for viewing the tracking states and other avatar parameters. what you need to look into is animator state behaviors and setting up your own animator logic. you may also be able to plug in that animation into the additive layer but im not sure how that would turn out
I tried the additive thing and it turned my avatar into a pretzel, how do I disable head tracking so the stand animation works?
https://creators.vrchat.com/avatars/state-behaviors/ Animator Tracking Control
and yeah i dont usually mess with additive because i got no clue how to use it properly without it doing... that
Are you using gogoloco or just the base vrc animation controllers?
The avatar I commissioned has gogoloco but also the avatar controllers called "Selestia avatar locomotion controller" or something like that
The avatar base is オリジナル3Dモデル「セレスティア」ver1.02 by STUDIO JINGO
The avatar has it's own stand, I replaced it and the gogoloco but no luck
Again I commissioned this avatar from someone, I have no idea what they did
Could you show what you replaced in that locomotion controller?
One sec
I put the animation in these and everything else that said standing but nothing
Again I don't know if the guy I commissioned connected the controls or what 💀
your computer has a screenshot tool
How do I get off this screen 😭 I’ve no clue how I got here
maybe press play button on top?
I tried, didn’t work
try this
This worked. Thank you 

i bought an avi off booths and im not sure how to upload it
Hey, I'm currently trying to upload a model for someone that has the visitor rank, but also has vrchat plus. Shouldn't I be able to upload since they got vrchat plus even though their rank hasn't reached new user?
vrc+ doesnt just bypass the rank restriction
all it does it give a small boost usually causing you to go up a rank
I know but I had to use my phone, my internet went out so I can't send the screenshot from my PC, hopefully my internet comes back on 💀
There is a missing script in ur avatar u need to found by typing pc(clone) on ur research bar in ur Hierarchy and delete
can someone help me pls.. i'm doing an edit of my avi but everytime i try to upload it on vrchat It's staying in T-pose
And idk why....
you need to rig it as humanoid
i've done it already..
help
Ur rig is all messy
]
U have to grab the right bone from ur avatar and put it on the rig
what
ik
Yeah but in ur rig Hips is Armature
help
any clue why tf my viewpoint is upside down??? i cant rotate it or anything, wtf do i do lol
its normal in unity but in vrchat everything is upside down everything else on the avatar works just fine
And ur hand is good ?
Yup it's how rig work
it always does that ;;
Yeah it's why i have a big problem too and i had to redo everything
Does anyone know why it keeps automatically disabling my sender/receivers under a prefab?
Try looking at unity adjusting hight and view point by pupsvr on YouTube, that tutorial should help you get your view point fixed
the video show how how to set the viewpoints rotation. no matter how i move it on the avatar its still upside down theres only x y and z. the viewpoint isnt outside of the head its exactly where it should be just its fully upside down
heres what it looks like in game facing forward. its the only avatar that does this
Your view point is inside your head, try slightly moving it out and in front of the hair by clicking and dragging it
Sometimes the head collision can cause a viewpoint to go upside-down
I had this happen with my old x1 daring model at first
colliders can affect the viewpoint? thats odd
i see i see
Yeah I hope this helps 🙏
lemme try to adjust the collision see if it works, thank you homie🙏
No problem and good luck
tyy!
i deleted the head collider and any others touching the viewpoint, its still broken 😭
Again try moving the collider itself out of the head slightly
i did, i tried that first then i just completely deleted it
Also check your Horizon Adjust that might be it
its the only avatar doing it 
all the others are alright and my avatar is right side up in all mirrors
Man I never seen such a glitch before, one sec imma see if I can find something on Google
thank youuu, ill continue to search too!
I just realized in the picture are there two view points or just one?
Wait never mind I see it's one, sorry the arrows confused me at first, again I shall find something
Only thing I found was this, you may need to create a new view point and delete the old one
I wish you the best of luck 🙏
just one, thats the avatars hierarchy movement thingy
ill try to mess with the descriptor more, years of unity work and this is the first bug like this



oh my god so i found the issue, dumbest shit ever. i accidently put a camera component on something while adding physbones like a dunce WAAAY earlier and forgot to remove it lmao. thank you so much for your help sorry for the trouble!! 🙏🙏
It's no problem, I'm so glad you got it fixed, I hope I get my issue fixed as well 💜
i hope you figure your stuff out too!! 
Is there a way to significantly cut down on model fbx size? Some of my personal models I made which are heavy usually never exceed 10MB on disk but one I encountered recently weighs about 40MB on disk for roughtly similar stats like poly count and such
(I already tried mesh compression in Unity and I never got it to as low as I want)
Click on the eye material and find the blue eye texture, open the texture picture then use photoshop to edit the eyes, save the picture then it should show up on your avatar, I hope this helps, I did this with my commissioned avatar to fix the eyes and face scar
I made an edit already and then added the texture I made to the eyes and it only shows the star not the rest of the retexture
Hey guys, I need some help for my Girlfriend. She is trying to work on an avatar and her unity project is causing her issues. I gave some suggestions as like exporting everything to a unitypackage and moving to a new project which did not help. She tried re-installing VRCSDK. The only thing popping up in console is this
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.<GenerateDebugHashset>gProcessStateMachine|19_0 (UnityEditor.Animations.AnimatorStateMachine stateMachine, System.String prefix, VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder+<>cDisplayClass19_0& , VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder+<>cDisplayClass19_1& ) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:399)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.GenerateDebugHashset (VRC.SDK3.Avatars.Components.VRCAvatarDescriptor avatar) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:395)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.ValidateFeatures (VRC.SDKBase.VRC_AvatarDescriptor avatar, UnityEngine.Animator anim, VRC.SDKBase.Validation.Performance.Stats.AvatarPerformanceStats perfStats) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:426)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.OnGUIAvatarCheck (VRC.SDKBase.VRC_AvatarDescriptor avatar) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:341)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.ShowBuilder () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:154)
VRCSdkControlPanel+<>cDisplayClass192_0.<ShowBuilders>b__4 () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/ControlPanel/VRCSdkControlPanelBuilder.cs:761)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)```
There is no iOS target option for the sdk. Do you mean build for android?
There is! You first must install the iOS module for Unity and then where you select the build target in the SDK, iOS should appear. It's just that it's optional
Good to know there is an option too.
If you already uploaded the model, iOS (and android phones for that matter) does not support very poor avatars. It MUST be poor or below in order to actually use
can anyone teach me how do i fix my clipping problem ( the knees )
I remember that picture, werent you here before
Rather than asking the same thing, tell us what you tried?
hey so, i want to make the wheels on this move in a circular motion when i am in motion, but stop when im stopped. does anyone know a very simple / cut to the chase for this type?
is there a fix for the viewpoint syncing to unity?
is the avatar/model's feet floating or underneath the origin point in unity/blender at all? that tends to cause viewpoint issues 
i made a avatar in vroid but it has alot of bones and is unoptimized can somebody help me and show me how to opimize it
shove it into blender using cats its a few clicks its now alot better statwise (less drawcalls , no useless bones, optimize steps would be adding hair bones/ect to root groups)
(blender 3.6 cats one)
if you use that vrm converter in unity expect a mess
yeah i have been using the converter
it had liek 60/30 on some stats xD
thx for the tip
does blender 3.6.9 work aswell ?
Im using that one
👍
got blender 4.2 but it has one script that not updated yet or id switch to it , 3.6 cats > https://github.com/teamneoneko/Cats-Blender-Plugin-Unofficial-/releases/tag/3.6.8.3
someone pls help
i tried to add using modular avatar and it didnt work
"tried to add" - add WHAT
add modular avatar
How is the clothing attached to the avatar?
vrc furry
Then what did you think modular avatar is going to do
both vrcf and modular avatar are toolboxes that do almost the same things
anyway, if you can find the toggle of vrcf, you can add another action and set the action to blendshape
I’m working on re-texturing a VRM model to use as an avatar, but I don’t have Substance Painter. What I do have is Procreate on an iPad. It’s supposed to be able to paint 3D models and export textures. Has anyone used it like this before? Any pitfalls or problems I should watch out for?
@balmy barn what settings do you use in the Look section of vroid before exporting ( Outline and Rimlight )
thats all i use
Quick question if anyone knows I am setting up these alien parts and am I supposed to click toggle or set up clothing
How do i fix the head jiggle i switched to another avi in the end to show the difference
Lmk
There’s a physbone on a rig defined humanoid bone
Either move the physbone component or enable IsAnimated on the physbone component
is it possible to make a toggle to change where this is located?
Viewpoint can’t be animated. Could you explain what your primary goal is?
Are u sure as i didnt put any physbones on the rig defined humanoid bone
Only thing its on is the hair earring and skirt
Type t:vrcphysbone in your hierarchy search and look through the results
If anything has its root on something like your head bone or any other humanoid bones it’ll do this
I checked it yesterday ill check it again when im on my pc
Just a question if its not on any of it then what else could it be
if that was a response to me, it's to change the view
so the snout would or wouldn't show
It cant be animated. Even if it can, the VRCHeadchop component will remove the snout automatically since it is under the head bone. You could use that component to allow the snout to show, but Im not sure if this is animatable either. It might be
well if that's so, i have no idea what any of those words mean 😭
There is a component called VRCHeadchop that you can add to your avatar's root. It will allow you to show things that are on the character's head in first person. Normally they are removed but you can show them. So you would do that instead of animating the viewpoint. However im not sure if this component can be animated either.
nothing is on physbones other then earring skirt and hair checked again
could you show a screenshot where the physbones are
and what the components look like
oh wait i just noticed
i plugged in head to the hair physbones my bad didnt catch it until now
anyone know why my hair is almost like using a fallback shader in the personal mirror and transparentish in different lighting, but on a HQ mirror its normal
does anyone know how do i enable it
click the checkbox next to the name at the top of the inspector
it syas this
its this now
Gesture Manager should be on it's own seperate object
delete that component, and click Tools > Gesture Manager Emulator on the toolbar at the top of Unity
it worked tyvm
I'm not quite sure what I'm doing wrong here. I've put an audio source on my avatar but the issue I'm having is that for other players the audio volume doesn't seem to roll off completely no matter how far away I am from the other user. The volume changes slightly with the ranges I put in, but it's nowhere near to 0 as I would expect. What settings should I be using?
nvm i forgot to ask google first. this was the fix
Trying to figure out how to sync up my PC and Quest VRCFury Toggles
So, for example, I have two hairstyles on PC that are not present on quest
Do I just delete the toggle components for those on Quest entirely?
does anyone have the link to download wholesome dependencies
pretty sure as long as the Quest and PC versions share the same parameter list it should work between both (iirc you can have params on your list that arent used in your layers and it should still be uploadable/work)
Right, that works right now, but if I hair swap on PC I go bald on quest
are they using the same animations for their toggles? like ones still on the model that wouldnt work due to removing the mesh?
I'm not quite sure what you mean
They're simple VRCFury toggles, which generate the animation clips themselves
ah didnt realize you were doing the whole process via VRCFury
Aye, should have clarified that
i know nothing about that stuff, good luck though! :P
Does anyone know how to turn off animation that were activated by contacts?
I'm starting to think that it is going to be next to impossible for me to customize an existing avatar while working from MacBook. Does this match everyone else's experience? A MacBook is all I have right now.
you can use Unity on MacOS, Apple Silicon and Intel
if you want something like VCC, you can use ALCOM
Can anyone help? I can’t figure out how to enable android player on VCC
does anyone know how to find and how to put animations on an avatar?
like dances for example
Press CTRL + Shift + B, click the android tab, and follow the instruction on installing the Android Build Module
Does anyone know how to make avatar props placeable so other people can pick up
i've heard the only way to do this is to put the prop at the end of a stretchy physbone
Issue, My constraints on Mobile are well in limit but when I go into VR all the extra arms just t pose. PC works just fine but mobile has the t pose problem. I tried removing some of it but didn't work
Looks like this on quest
looks like this on pc
Does anyone know the original creator of this gojo avatar??
I can’t find it anywhere
additional help too, physbones only affect 16 bones. Tried setting it to animated to see if that was affecting the arms somehow but it didn't work
Does anyone know how to edit/fix this? I'm a bit of a beginner and I've been confused of this thing.
did you export the material from the model?
If not, try that it should let you edit it
Thought this might be a vrcfury thing at first but after some testing it seems that when exporting from blender to unity causes some of the radials/toggles to have issues for example this radial that increases/decreases butt size normally would also ingrease/decrease the bodysuit bottom size but after exporting it from blender it no longer works
Can you adjust the blendshape on the bodysuit by itself?
there is no blendshape for it as it is/its supposed to adjust with the scale of the butt
I looked at all previous clothing and they all seem to not have a blendshape for it and would adjust based on the butt's bone scale
I want to padlock a model that freezes the model unless you know a code yet i don't know how to make it
anyone know why it wont recognize my parameter? I made sure the word was matching with every other word
does anyone know how to make ear bone to rotate for a contact receiver im trying to make a headpat contact an only the ears rotating doesnt work is it cause they have physbones?
why is this failing security checks...
0 warnings, perfectly optimized, literally just a minecraft horse
it only fails the checks when i try uploading for android. is there anything i need to update? everything is up to date in creator companion, including the sdk
aalright nevermind, it worked on the 5th attempt.
Why is it telling me that my avatar doesn't have a head hands or feet?
Hi
So hi
i know this isnt serious
but my avatar is crouching weirdly and i dont know how to fix it
help pls
I made an animation for a toggle that disables posing on multiple physbone components I have. However when I go into playmode, posing is automatically diabled on these physbones without turning the toggle on. Is what I'm tyring to do not possible or am I doing it incorrectly? I have similar toggles that turn off physbone colliders, however they work by disabling the entire script not a part of it like I'm doing here.
yeah i think a physbone component has to be disabled in order to animate anything on it
Hey all! I'm working with parent constraints and was wondering if there is a way i could prevent the object from moving and rotating to fit the parent when i do so, I say this because the object i want to make grabable is a shoe and i don't want to spend ages trying to match the grabable shoe's position up to the "actual" shoes position if that makes any sense
Not sure if this is the right place but how do I calibrate foot tracking? Using quest and lighthouse manager
How do I get my idle animation to work? Someone said something about playable layers being on the bottom right of my unity but I can't see it, can someone tell me in complete detail on how to get my custom idle animation to work?
i know the 2 axis supports up down left right center how do i get those inbetweens to work?
I can't get my dance animaton to loop, I made a emote but it keeps freezing and putting my avatar Slightly in the ground, still can't get that idle animaton working either, why must vrchat be so hard 😭
OK I got the dance to work but my feet keep going through the ground when I break dance, also I'm thinking of just making my idle animaton a emote instead smh 🙃
is loop activated in the animation itself?
Yeah I fixed the dance, the idle animation though still no dice, made it a emote for now 💀
still need help
Anyone know of any good tutorials for Animator controls? I keep breaking them when trying to make something from scratch
the errors saying that you're missing scripts and listing what bones they're on
there should be a requirements section on the page's storefront that'll link to whats required (or its something you missed in the instructions .txt file if it came with one)
why is my imposter big when my main size is 1.53
what would yall change about this model :P this is my second fully fledged 3d model so uh i wanted to know how i did ig
Where do i start...
Looks nice tbh
next thing ima do is remodel the fur since its the only reason its not a 1 material avatar atm lol
Personally i would shape the jaw sides a little more, bring up the tip of the nose and the dip to the back of the nose between the eyes down, as it seems flat like a duck beak. I would also redo all the hair in separate cones. I'd redo the eyebrows, they look messy and way low on the eye lid. The eye itself could take a little shaping as well, its very round. Eyelids dont make a round shape, rather oblong horizontally, thatll help with the hypno-look it has rn
yeh i need to redo the hair lol, and the eyebrows are being reworked rn tbh because i suck at eyes
Try a shape like this?
im like, trying to avoid that. idk im experimenting still lmao. ig im just using this model as an excuse to explore a bunch of different ways of executing the same task
i want the eyes to be foward facing but for furry models it seems to create a uncanny look no matter what lol
The way the eyes are facing is based on the shape of the skull
if you make them flat forward, youll end up with a boy head with a snout
yeh i also just cant seem to fathom how to make eyes at an angle because im stupid
im getting really tired of screwing up the eyes over and over and over again lol
pretty easy if you think geometrically
the iris facing forward is your point of orientation, that should be a little flat, the rest smoothes out around the shape of the eyeball
im relatively happy with the heads over all shape because it has the silly dumb stupid guy vibe, but the eyes, its the damned eyes.
well, you asked
ye ima try the eye thing, do you shape your eyeball aswell?
No, its a perfect sphere of which i cut the ass end off as its always inside the head anyway and doesnt need topology
currently this is just
ik its bad
how ive been thinking of eyes
so its always been relatively flat
i tried to adjust it initially by like moving the cheek up
but if i can move it more out to be spherical would that solve that issue of the sphere never fitting?
sorry im bad at explaining
I would shape the backfacing corner out and around a little and see what that does
bringing the cheek up will only squish the eye and you never see the sclera, which realistically, you should see a bit
all geometry is a part of one mesh, when i export from blender to unity (cats .fbx) the mesh of the orbs disappear stop existing. i have removed the orb's weight from its blendshapes (the bones still remain) i use poiyomi uv tile discard to toggle them, which do not disable the meshes (proven by the hat outline)
Have you tried setting backface culling to off under rendering?
in blender?
i turned backfaces on in unity and they dont show, it is a mesh problem not rendering problem
No in unity
when i drag the mesh into the unity scene by itself the orbs show
as well as the model
copied the skinned mesh renderer component values onto the fresh model and the orb meshes disappear
figured it out :p every blendshape is affecting the position+size of the orbs
in blender when in edit mode, the orbs go here (the orange dot on the left) and no blendshapes are selected
i will just remake the orbs :p
^Look at my own image above for reference
This is my own avatar from scratch, first one
So yea, i would go there
to solve my own problems, there are 2 ways to add new mesh to a blender model without blendshapes being much of a problem
- create a new blendshape, and select that blendshape while creating the mesh (did this with the orbs)
- combine the new mesh with the main mesh (did this with the hat)
it is quite handy for optimizing to have all geometry on one mesh
You dont need blendshapes for that. Blender doesnt like it when you add or remove any geometry on a blendshape.
blawg i just said how to do it in a way that blender likes
blender just predicts it relatively to whatever its base is
so just make sure your bases are accounted for and your usually fine with making manual tweaks here and there to adjust for scale on meshes :)
please can someone help im trying to upload this avatar and when i press on build and test it doesn't do anything and the progress doesnt do anything
If you look closely, you see the legs arent gone, they just shrunk extremely. This is often done for clothing to avoid clipping. Have you deleted any clothing? Maybe the animation that assumes them on is active by default. You'd know what you did. Depending on what youre using, this could have to do with a toggle made with modular avatar or vrcfury or a manual fx layer animation
for a second attempt at an avatar is it atleast a good one? lol. idk if im gonna change the eyes on him, cause im growing fond of the stupidity of it but thankyou so much for all the advice youve by far been the biggest help so far regarding eyes lol.
how does one make an avatar im currently on pc and im planning on getting a quest in the near future
Does anyone have a eye mask for the god magician avatar to make eyes black??
just the back of the eyes
?
or more like how do i even do anything here
where do i import vrcfury is it in assets
PLEASE is there anyone that can help? I have everything set up, how do I get my feet and waist calibrated steam vr? Quest 3 headset, lighthouse manager using space cal to calibrate htc vive trackers all enables and base stations as well
You should reset vrchat or update
I joined some world and got myself an avatar though does it save?
Yea probably you had other game u can't playing vrchat
Nah i got another avatar from a world after i sent this message
I just wanted to be goku ☠️😂
😂
in terms of a contact system
how would i got about this ?
the character has dual swords that can become a bow. curious on how the controller would be formatted if possible ;;
You should become real fish lol
On avatar
How do you weight paint clothes onto an avatar that is not in T-pose? I've been trying to put a nut cracker outfit on my friend's avatar thats default pose is like... a T-rex pose and I'm having difficulties because the creator of the nut cracker outfit DID follow industry standards, its hard to fit the t-rex posed robot into it.
(As an aside this is why you should follow standards like this, because My friend's avatar is not in T-pose it is vastly more difficult to work with)
Pose the avatar to be in tpose first
Every time I try to do this it ignores the new pose for weight painting or rips the skeleton out of the modle
God I hope there isn't some horrible 95495644563456 step process to change the default pose
Change the pose manually --> Weight painting flat out ignores the pose.
Forcibly change pose with reset default pose or manually editing bones --> Bones are ripped out of the base model.
if you use cats blender plugin, it has a very convenient button to apply a new pose as rest pose
How do I properly add the Modular Avatar package in Linux via VCC CLI? (there is no GUI on linux for vcc)
I added the repo via vpm add repo https://vpm.nadena.dev/vpm.json and then in my project I added the package via vpm add package nadena.dev.modular-avatar. Both were succcessful.
But when opening the unity project again, it shows errors succh as this one:
MAMoveIndependentlyManager.cs(637,14): error CS0246: The type or namespace name 'BurstCompileAttribute' could not be found (are you missing a using directive or an assembly reference?)
Can someone give me a hint on what and how I can resolve this?
add or update burst unity package, it loves to be messed up on fresh installs
perhaps.
I switchted to ALCOM and now the projects opens correctly.
Hey I have a quick question, is there a way to reduce the physbone transform count without having to edit the armature and redo the weight paint?
I wanna make an Android version of an avatar and I don't wanna redo the entire armature and remake the physbone components if possible
Does anyone have any ideas how to fix this?
this is the log if it helps
Found a "solution" that kinda dosent make sense, and I had to load all my scenes on to be able to upload my models.
"Searching for an avatar editor"
Please dm me
hey so
it's been an hour already and my thing doesn't wanna create a new project, like i'm not even opening the unity portion yet. it's just stuck there
Re-download it VRChatCC
i just did! still stuck
I just uploaded an avatar, the upload was successful BUT when i try to use it in game, it loads forever. When looking above myself to see the download it says "server processing" and i'd like to know why and how to fix it
same , server issue
we need to wait
Yeah I am also having that issue too. I am stuck on server processing then it ends up with "error"
same here
happy to know it wasn't just me with this issue, just went to ask about it XD
well, guess it's just time to wait lol
Why has my avatar been stuck on 'security checks pending' for well over 5 minutes?
Make it 10 now, actually
server issue
Alright, thank you
hey do you (or anyone else for that matter) know if theres somewhere I could check the status of the servers? thanks
They don't have realtime metrics for the services responsible for avatar processing (security checks)
This site exists https://status.vrchat.com/, but the statuses are manually changed by the staff
oh rip. is there any estimated time frame for these sorts of outages?
not until they acknowledge the issue in #server-status
i have a qeustion is there a problem with avatars turning in to robots when uploading?
Oh thank goodness, I was freaking out thinking i couldn't upload.
is there a server processing error going on?
no clue one upload was fine but when i switch and switch back it turnt in to a robot again
Saaame, every other avatar loads but when i try to upload again this wont load
Oh thank God it's not just me
yeah if the avatar isnt in the cache it doesnt load its something with the vrchat servers
does anyone know how to fix this
Anyone els have rn when they upload an avi the security check pending keeps being stuck
This same avi worked a few hours ago i only added physbone to my tail
read the chat above
My avatar is stuck on a question mark
That's the same thing as what he showed, just how vrchat displays it
It's happening to me too
yall wtf is this im losing my mind just trying to finish a commission and cant even test it.
Vrchat servers shat themselves
read above last 5 or so messages
avatar stuck in "server processing" state when putting on
We know everyone has
Same thing for everyone
^
does anyone know how to fix this
sorry if that was redundant asf
your PackageManager is dead
reinstall is my best guess
Wen fix or no one knows
I thought it was a shader error initially
We don't know until vrchat staff addresses the issue in #server-status
it broke at like 10 am this morning
bro literally L game atm I am in a time crunch
Oh
fr same
Yuh
its a fresh install btw this is my first time trying to upload a avi
im having a problem ware, ANY avatar i upload or update gets the "server prossesing" loading bar and then errors out. my guess somthings broken with the server.
ur not the only one
shits broke
vrc server borked
the server status site doesn't say anything though, witch is making it more confusing. but yea server borked and it hasn't been noticed in full yet.
its a fresh install btw this is my first time trying to upload a avi
u can upload offline
like it wont "go" in game but
yknow u can still test
Ah okie
I forgot offline test uploads were still a thing 
yeaaaa
Might’ve saved me honestly lmao
silly
heres the diagnostic check
its fixed
yipppeeee
so im trying to do some toggles for my avatar, and im running into a few issues...
-
Colour Swap: my alt colours (the black and white) are (somehow) the default palette, where it should be the inverse (red and black should be the default). the toggle defaults to ON in Gesture Manager, though its supposed to be OFF. i made sure to set up the animation and the animator this way.
-
Prop: i have a sword toggle that is supposed to be in my hand when the toggle is ON, however, the sword is in the wrong position when testing with Gesture Manager. when the Animator is recording, the avatar sinks into the ground and i moved the sword into the avis hand accordingly, but of course, the sword is not in the right place.
both toggles are ON by default, and specifically with the colour swap, nothing is happening.
does anyone know how to solve these issues?
tf is this
For a short skirt, if I wanted to have the skirt move freely, like the ends of the skirt has bones, would I want there to be any weight on the leg bones? Or would I let the only weight be on the skirt bones ( Other than the hip ofc) and just use phys bone colliders?? If that makes sense
🤔 I want to take a head off an avatar, add a new blendshape, and put it back on. But when I export, change it in blender. And import, then set the mesh, the head is microscopic. I think this has something to do with the units being different in blender / unity? Any ideas?
- Import the fbx to blender
- Single out the head using / and modify it
- Export it and import it into unity
- Go to the head gameobject and switch the mesh.
And I can't really resize it in unity because it's attached to bones or whatever
Just use colliders and mabey angle limit
didnt even think of using angle limit 🤦♂️ tysm!!
Hmm could be export settings, have you tried to export using FBX all ?
In blender? Yeah I'm exporting with fbx
In blender im importing directly from the folder in unity that has my fbx
And the fbx in unity is sized just fine
Maybe try exporting the head separate and import it into the scene rather than importing into the actual folder too :0 ? I have issues with my unity whenever I try to reimport a mesh, it could be having something overwriting it causing it to become small like that
-from my experience
When I drag the head into unity it's sized fine, but the issue occurs when I swap the mesh on the already existing head gameobject.
Unfortantely sometimes reimporting a mesh can cause this issue 😅, I suggest getting pumpkin tools and just transferring everything over to a new fbx, or just on the head.
This is from a project where I reimported the mesh, reimporting just breaks it sometimes 
the fbx all and mabey check leafbones would likely fix it
Just tried that, now it's scaled properly-ish but the head ends up being high up
And using the original mesh
(Same game object just changing the mesh in the skinned mesh renderer)
perhaps i should take the head mesh throw it at 0 0 0 and apply scale in blender
hm well applying scale and rotation it's now in the waist and facing upside down
so i need help i uplad an avatar for a friend of mine and her avtar on her end is floating on desktop but when i on vr chat the avaar doesnt flat how do i fix it
attach it in blender not unity
there are a lot of different phys bones and stuff i cant really just export the whole fbx change it and go through and re-add all the physbones
gonna take ages
i got the origin and the position nearly perfect for the mesh, just gonna stick with this
now when i import and change the mesh it's slightly in a different position but good enough
I think the reason why this is happening is because it has to be the same distance from the root bone
which is the hips
nvm dumb idea it's still pretty off and i dont wanna keep going back and forth between unity and blender moving it centimeter by centimeter, no clue what im gonna do haha
import the head in blender and put it on the body from there
im importing the whole model into blender, and editing the head. then exporting only the head back to unity, and changing the mesh on the vrchat model
export the whole thing unless you just want the head
+1 mesh and a funny bounding box wich can clip at angles
always fun to see those avatars and clips their stuff off just looking at them funny
i want to only change the head on the avatar, like said previously it imports perfectly sized. but the issue occurs when i swap my actual head mesh out in the skinned mesh renderer
after switching the mesh even though i never changed the position of anything when importing / exporting
It's obviously somethin to do with the root bone aspect, as dragging the fbx in directly it's perfectly sized / in position / rotation
if it's too high up after swapping it then it seems like you need to be putting the head closer to the origin point in blender
yeah i kinda just.. have to keep inching it downwards and setting the origin point to world 0 0 0 until it gets into the right position
seems more like it would need to be surrounding 0,0,0 in this situation
This much distance between the origin and the head looks like this, just gotta keep moving it down till it looks right lol
Setting the origin to the center of the head leaves the head sitting at 0 0 0 in regards to the hip root bone
kitbashing like that sound confusing as hell. imo its literally easier to setup everything in blender and copy over all the physbones and components manually. but, to each their own i guess
there's just like a shit ton of physbones everywhere and components so.. i dont think there is a easy way to transfer everything over
all just to add a new blendshape to my head
im used to copying the components over 1 by 1 manually, though i also dont set up 2312423547685 physbone components on my avatars
pumkin tools exsist just copy settings from one mesh to another (long as you didnt do alot of wierd things in unity)
physbone/materials/gameobjects ect
is it able to copy properly if i've changed the armature hierarchy?
if a bone changed name / more or less bones it will create a gameobjects instead, shouldn't shuffle a hierarchy in unity , been times i had the 'wops bone name changed' ( s now S exsample)
it has alot of options doesnt need to do all of them
i meant changing it in blender and importing as a new object
Beginner tutorials will do the trick
So I import the entire fbx to blender, make changes. drag it into the scene. and use pumkin tools to copy all the components over
kk yeah all the gameobjects will be identical im just adding new blendshapes to my head
custom avatar ive put together from blender has finger bone messed up in game, but looks fine in unity 😭 its been a while since ive put anything together so it could be a very simple fix i havent thought of
(ive tried looking at the avatar's bone assignments and reimporting the fbx from blender.) additionally, doesnt happen when in play mode in unity
Works pretty well besides 1. Materials not changing. And 2. Animations not working for whatever reason?
Though once I start the play, some of them switch to poiyomi from standard.
Soo i've encountered an issue where the Creator companion won't let me create a project due to the project location being stuck in an invalid spot and it wont let me change the location nor add existing projects to it
But yeah it's just tposing and doesnt react to velocity changes in the locomotion
Fixed by adding an animator to the gameobject, still not sure what to do about the materials though
Very simple to solve probably but currently trying to make my own booth rindo and when I’m trying to change the hue of the hair the pink inside the ears and the white fluff changes too, I’m wondering how I can exclude those from changing colour so I can make a hue shift
I would put the texture in photoshop or gimp and hue it from there and then exclude the parts you dont want color changed, that way people will see correct colors even if they have shaders for non friends disabled
unless you want a hue slider
Yee a hue slider
I don’t mind if my avi is automatically hidden as I’m mostly in privs with friends
you can do the same and add the exluded parts as another main texture
not sure how to do that in poiyomii tho
but i know its possible
I’m using liltoon
yeah then cut out the ears you dont want changed and add them as main color 2 or 3
and then make the hue slider oon main color
in PS or gimp
or something similar
I’m rlly dumb when it comes to this stuff sorry, I’m not sure how to do that
I mainly use procreate
can i dm ?
Sure
I'm having some trouble uploading this avatar, it's and avatar that has a ton of sounds on it and I'm adding some songs too it aswell. I've been getting this message when I try to upload it, and I wanted to ask what the real limit is on sounds (If there even is one) and what is that limit, because I know the "Maximum: 8" is a lie.
how is that a lie
you have a max of 8 audio sources
Before I started adding the others, the avatar already had around 25-30 audio toggles, way above the "Maximum 8" thing
there is a difference between audio sources and audio files
you can have a billion audio files and 1 source
What it shows for me when I have more than 8
Er actually that shows regardless of count I believe
Yeah seems like it has a max of 8 sources, and will limit it to 8. But after you have so many it'll just yell at you and say you 100% cannot post it what so ever
Idk how it is for vrchat, but for unity atleast. you shouldn't have an audio source for every sound.
Since this is vrchat you might be able to animate an audio source to change it's clip
animator play audio state behavior
Hiii! I need some help! Does anyone know why My Avatars chest bones slowly expand?
I need help creating a avatar. the avatar I am making is a hand puppet, I have the bottom anchored to the ground & I want to make it so the phys bones follow the tip of my avatar as seen in the picture provided, the problem i am having is that they just won't follow the top, does anybody know how to fix this?
the avatar in question is a hydra from the half-life 2 beta if anyone is wondering
heyyy anyone know why i am not able to download 2022.3.22.f1
you should be able to get it through the link of "archive" versions in the unity hub
but either way u still need unity hub to be installed on ur machine
are there any spsific moduales that i need on 2022.3.22.f1
for unity itself, i believe no
for repositories those are managed in the VCC so it have not much to do with unity itself
If you want quest support, install the Android build support module
just by itself, none of the submodules are needed
thank you so much for the help!!! one more question where do I find all of the poyomi toon shaders im looking for Poiyomi Pro 7.3.50 to 8.2.030
You'll need to subscribe to Poiyomi's Patreon ($10 tier) for Pro
from my case, it default checked out the android SDK when i install it
thank yall so much
but for free i believe it have a githob repositioy at here
https://github.com/poiyomi/PoiyomiToonShader/releases/tag/v9.0.61
not sure if it works the same way with pro
I'm trying to import a FBX into Unity and when I try to rig it, It says avatar creation failed and shows an error. I'm relatively new to uploading an avatar from scratch in unity. Can anyone identify this error and what I need to do to fix it? Is it a blender issue?
You have a mesh named "Head", rename it to something else.
Thank you.
How can I fix this? It's for Quest
Transparents unfortunately don't work for quest, I'm sorry. At least as far as my knowledge goes lol (Which isn't very far.) Maybe someone else will have a solution! :3
Yall know why my creator companion isn’t opening my project
Any VRC Fury users? I created a toggle for a handheld item. Now I want to pose the hand to hold the item. I click the option to add an animation but there is no option to choose the avatar's animator and pose the hand.
(The issue is probably something embarrassingly silly)
I know they work with the additives/multiplier particles but I want to remove this entirely
Its an animation that requires a specific shader on PC, but on quest it just appears like this
try VRChat/Mobile/Particles/Add? That 100% works for Quest and no it doesn't mess up your frames. I've used it, multiple friends have used it.
Yes, I know. I just said I know about it
But its like, not clickable in the quest version
So I'm not sure how to fix it
to remove the tear thing you could just find it on the hierarchy and delete it, and if its not there, find it somewhere in the fb
In the place it is in PC, its not on Quest. yet, it's still showing up?
What is fb?
what i'm wondering is why are you converting the model to quest when Deco Neko comes with a quest version,,, 🤨
It's not a conversion, I'm editing the colors
U can see its all blue
I uploaded the quest version
let me check smth and get back to you bc it sounds like you want to delete the tears bc its a shader that 'only works' for pc
Yeah. I appreciate it!
But what is a fb? 😅 sorry idk the terms yet lol I'm still new to this all
fbx-
ooh. okay, I know what that is but I also dont know how to use that lol
how did you manage to get a pc only function on a quest version of an avatar????
WAIT I think i know what I did
oh i found it,,,
I added the PC and QUEST packages into one prokect at first
And they merged together in the scene and I had to completely restart but I'm still using the same project
maybe thats why?
Oh
I didnt test it beforehand so maybe
oops I didnt mean to reply
idk about you but ive seen some popular avatar makers drop in quality lately and release pretty broken avatars (an example is Pip from Novapie)
I wouldnt be suprised, but I'm not too mad
I did find a solution being that I can just replace the texture of the face overlay with the tears, but then, you know, the face overlay will just be tears. lol. noo more blush
Aw thats a shame, I thought Pip was cute
I dont have her, though
The quest version works awesome but this was only pointed out to me when I wore her and my bf was like why are your eyes pink lol cuz he's on quest
wondering if you could just delete the Sad animation,,,
...
i mean yea if youre fine without having a sad face just go ahead lmao
I was thinking about that, but I'm not sure how to do it #1, and #2 I'm worried about messing something up, again
go to animations, go to Faces, find Sad, right click, delete
I've found out the hard way that if you accidentally delete something you weren't supposed to, your whole project can get screwed.
ull be a-okay
a gesture will just no longer be tied to a face emotion which doesn't really break anything
and it'll only be for the quest version too so 🤷♂️
Shame, really
Oh well
the only other solution would be figuring out how the animation calls up on an entirely non-existent texture and material and making a new slot for that
which would then mean importing the missing texture and making a new material slot to fit it,,,
Damn near gagged even thinking about trying to do that
valid
kinda sucks when things like this slip through the cracks, you could always contact LilMissPasta herself for fixes
can the tear meshes be created?
its just the texture part
Here, let me show more screenshots
the PC version uses textures for tears, and so would the Quest Version, it just doesn't.. have... the textures lol-
to save on material slots and optimization bc iirc LilMissPasta likes to use animated textures for tears?
This is on the PC version, this is entirely missing from Quest
since alpha doesnt work on quest, tear meshes should be created, just saying
you can have transparency on quest 🤨
I'm not sure how to do that
using the particle shader, its very limited
yeah, for colors, and tears like these are usually one color on a gradient, which it works fine for
you just need to tinker with it a weeeee bit, but it'd work fine
the issue is that LilMissPasta removed the entire Tears part of the avatar but then left in the gesture calling for it lmao
despite removing it for optimization, which is lowkey kinda funny-
BEST solution Polaris is to just go to LilMissPasta and ask for some help, quickest solution just remove the avatars ability to look sad :)
no crying ever just happy times only :)))
Pff, I'll see what I can do
If all else fails I will ask her
Thank you for the help!
np!
if you change the shader to standard how does it look?
So, when I change the shader of the face overlay it does nothing to the tears
However, when I try to texture the tears by dragging and dropping, it changes both the tears and the face overlay
AHA
i just fixed it!
you managed to figure out what material the gesture was trying to call?
howd you fix it?
I just kept clicking and eventually it showed me the layer, or whatever
lmao hidden secret layer technique
though another thing you could have done hilariously i only just found out is go into Gesture Manager, have your avatar do the gesture for the Sad Face, and you could have dragged and dropped your tear materials onto the now visible layer </3
or click on it that way0
bad situtation
Thats what I was doing at first, and it would change both the tears and the face overlay
So the tears would be fixed, but I would also have wet blush. Lmao
it was strange, but in the end its fixed so im happy
i may be stupid but i think i found the proper solution
@placid mica you want to go to Blendshapes on the body, scroll down to find Tears (not Tears 2, just Tears) and turn that to 1. That will now show you the layers you need to edit. Make an additive layer for Top Tears and Bottom Tears (import the needed textures from the PC version), make a material for Top and Bottom (Remember, Additive.) and drag and drop them onto the now visible Tear layers, and voila
🫡
i will note that by doing this, which is the actual proper fix to the issue, your avatar will now be too big, so you might need to optimize textures a little bit
BUT
setting the compression for Tears Top and Tears bottom for Android to 128 will also fix that issue, and it's not noticeable because the tears are already almost invisible
so you will now have proper working tears that DON'T break your pre-existing face textures
personally i still think fixing partially broken materials is easier than having to fix broken physbones
999 stretch penguin giving me flashbacks i dont wanna remember
Tested some things and it looked fine but think I gotta wipe the Rig bc that looks like the only issue 😵💫
Im trying to upload the quest version of my avatar and it keeps failing but im not too sure what these errors mean, anyone able to help?
its also not showing any errors in the sda window like it normally would so I have no idea wahts wrong
Looks like a standard api error
My turn: When using gogo loco to sit (any sitting position) while being in vr (standard half body), my hands dont move all the way down. When i rest my controllers in my lap, ingame it's displayed as if i hold my hands at roughly ribcage height, making it really awkward (i call it kitty mode). I have this problem with multiple avatars that have different proportions. Is there a remedy for it, like some settings i could try in vrchat itself or even ovr advanced settings?
can i use vrcconstraints for my 6 arm avatar and still work on quest somehow
i can always just make it 2 arms on quest tho
vrc constraints made to work with quest
what even is this
you shouldn't auto-fix it. this will break your shader.
what do i do then
you can just ignore (actually, that's not an "error". it's just "warning")
its not gonna let me upload it then
then i think you have another issue
oh ur right so this is the one ig
that's an warning too. but you should use recommended version.
the creator wrote that I use 2019
oh your avatar is pretty old lol. then check your avatar's dependencies. if dynamic bones is one of them, you should remove or convert it to physbone.
If your avatar is created in Avatars 2.0, you need lot of work to upload. If your avatar is created in old Avatars 3.0(almost before 2021), you need some work to upload.
Got it Ill see thank youu
Anyone having trouble uploading again? I keep getting this error where my avatar is not "passing security checks"?
that might be an actual avatar issue rather then a vrchat issue, what platform are you uploading to and what do the stats in the upload panel look like?
well, the stats will look kinda funky i will admit, but that hasn't been a problem in the past when uploading. it's just this avatar. I'm not using the right Unity so i have that warning, but other than that it lets me upload.
being able to upload and it actually working in-game are wildly different and-
yikes
i suggest some basic optimization 100% but its likely the texture memory causing your security check issue
this goes over how to lower texture sizes (credits to liindy)
Tyvm
I changed all the texture sizes but literally nothing changed for the texture memory. :c
it should be updating in the panel, perhaps try saving then closing and opening your project back up again and see if it updates
sometimes it gets a bit buggy
Okay, will do. Ty again for the help.
hello i am having some issues uploading the quest side of my avi as soon as it uploads the avatar becomes unavailable and security checks failed.
but if i simply leave it pc only i have no issues
what do your model's stats look like in the upload panel?
huh.. maybe try uploading it under a new Blueprint ID?
is there a way to merge multiple black masks in substance?
but then that defeats the whole pupose of uploading it surly
how? i meant like try upload both versions under a new blueprint ID, its just to see if its a possible false flag or if its and actual avatar issue
So Ive been tryin to get this avatar to work for quest and my friends on quest say the physbones break to where my avatar has no physics like whatsoever but in unity the physbones were reduced to only 8 and should be fine theres no other errors with the physbones so what do I do to make it have physics for quest?
the error: phybone transform count is whats likely removing all your phybones you've got 106 where the max is 64 which as it says "will be removed at runtime"
overall you've got quite a bit of optimization to do especially in the bone department if you want to keep all those meshes moving
Does anyone know how to fix this? In blender the texture is normal. But when I put the FBX into unity the material/texture is broken,
in unity see if you can select that material and swap through UVS
Sorry I'm kinda new to blender/unity avi creation. I usually just buy them and upload. This is my first time trying to make my own avatar
i cant really explain that any further because where that option is depends on the shader you're using
aaaa okay
would that be here?
yeah
reee none of the options fixed it. the asset worked fine when I put it on a pre-created model. I just slapped it on there and attached it and it worked. TY for your help tho
can someone help me where do i lower the triangles from? the blender stats don't scream at me as far as i understand, what am i missing?
make sure read/write is on in the mesh import settings
ty!
TY for all your help. I'm dumb. I have 2 shorts by the same creator and I was using the wrong texture 😅
oh yeah that'd do it, glad you figured it out
Now I gatta learn to properly set up lighting shaders in poyomi to look properly in vrc with lighting etc.
wondering how to do this to an avatar and make the face blurry
it'd usually be done with a blur shader (or a shader that has a blur option) on a sphere/plane probably
What is causing this error? Even after I reset the gesture menu and animators to default, it still shows up.
And the gesture manager emulator looks like this:
Does anyone know of any blender addons that are free that can help me remesh clothes to fit on my character?
Did you add any new physbones?
what do you mean by "remesh to fit" that just sounds like the sizing and sculpting tools provided in blender
Basically something that automatically reshapes a mesh to fit over anotther one in the same shape if possible
i dont even think theres something paid out there that does that let alone free
thats not even possible
shrinkwrap modifier but its very meh , better learn proportional editing
even more meh when the topology is too different
There's a blur shader in the unity store (it's free iirc) and you just add a sphere or cube to your avis head and throw it on
I'm new to painting in blender. Does anyone know If I can create a fade from the brown color onto the cream collor? Sorry lol
Thank you!
you could take the texture into an image editing program (firealpaca is free) and blur the line
Yeah, that's where I started but then I ran into trouble with the seamlines and someone recomended me to use blender to get rid of it r-r
select the specific area on the texture and it wont be able to go beyond that when blurring
Yeah but the texture is split onto two different parts of the png. That's why I'm having trouble with the seam lines.
Sorry if I'm not understanding :3
weird uv but fair enough
dang no matter what avatar i actually try to upload, these 2 errors ALWAYS show up
😭 why am i the victim here
keeping in mind everything is updated on VRC CC
okay so when i look a contain direction the blur shader seems to disappear any fixes? its fine in unity but in game certain angles make it vanish
hey how do i select an item from the body in blender to delete it ?
is it ctr+L
i dont remember
Hello, I have a someone who is having trouble with a part of their avatar in unity. It is a scarf, and the scarf can be posed and moved with its bones fine in blender, can be indepedent from the body etc. But when in unity, the scarf physbones do not work, adding physbones does not make the scarf move whatsoever, the other physbones on the avatar work just this one piece does not, if anyone has an insight, thanks in advance!
in edit mode select whatever part of the mesh you're trying to delete (Tab> C or just left click> cntrl+L) then delete (X)
tnkx
i could be wrong but i think the actual avatar errors listed in the panel are whats preventing you from using the upload information field
Anyone else having this issue with unity
Where the arrows to move the object in the scene are far away from the actual object?
I was trying to add hair to an avatar and I've added this hair to an avatar before without this issue
I've tried a few different things now, anyone have any ideas on how to fix this seam other than trial and error?
It's dirrectly on a seam too
Recently I bought a jacket asset and decided to delete some meshes in the theory of optimizing it, even decimating the jacket for optimization. It used to have around 500000 triangles, but after cutting the mesh and exporting it from blender to unity it gave me this:
how can i fix this in blender
im not that experienced
On the png of your texture color over the lines a little
Alright, thank you! I was trying but I'm having trouble finding where they are, thank you though! :3
Yeah if you just color on the model itself it stops right on the outline on the flat version and it causes those lines
If you color past the lines on the flat version it should stop those
I'll try real quick, thank you! :3
If that makes sense. I can get a pic of what I mean if not
To the project. Either add them to creator companion or if you have them downloaded find them in your files and just click and drag them into assets in unity
Do you have poi downloaded?
Add it the same way you import the avatar itself
That worked perfectly! Thank you so much! Idk wut I did wrong the first time though lol, I was trying the same thing a bit ago :3
tried to import 2 seperate fbx files for a model that's supposed to be compatible for each other in Blender, but one spawned dead. What do
My Akyo avatar scrunches up when I play it in game. Had Gesture Manager on in Play Mode and it did the same thing. To the right is what it's supposed to look like. The only thing I changed was having no Animation Controller, but it still shrinks down in the game.
I see a big part of the problem. For some reason the armature is incredibly small. I have no idea how that happened
I need some help
I uploaded a avi to my account and it’s hands are frozen but stay in the same gesture it was put in before the avatar is put on
its not something that needs to be fixed in blender, if you expand the panel a bit more on the sides it should have a read/write autofix somewhere
i have a quick question,, does it actually matter if i upload the quest version before the pc version? bc i just got a warning before uploading that said that parameters might not sync up if i upload quest first 😅
Problem was fixed. Had to re-export the FBX from Blender, but I still don't know why the Unity Package I got from Booth had such a massive error.
Can I have some help
i need some help aswell, my unity wont upload any avatars, gives me errors even though everything is normal
ive uploaded quest versions way before ever uploading PC versions of my avatars before without issue so i dont think it matters too much, it might mess up stuff if your model is too intricate though 
errors in the unity editor/hub or in the SDK panel/console in your project?
Pls
yes,
sdk and unity console
can you send a ss of the errors?
gimmie a second