#avatar-help
1 messages · Page 38 of 1
are those the only 2 red errors in console, also what do the yellow warnings say?
only 2 red warnings
or the ones above here
this has never happened before, this started happening after vrchat started taking longer to load, avatars not working when trying to switch and the ui taking very long to load
hm yeah the red errors are all kinda saying a whole lot of nothing and you dont seem to have any warnings in the SDK panel, does any of the yellow warnings (if you got some) say anything about missing scripts?
no, it could be because of 2.4.1 but im not sure if im still on version 2.3.1
nothing about missing scripts or anything
yeah im not quite sure myself what the problem might be 
when you're uploading does it almost finish and fail or is it straight to fail upload without a load timer bar?
Can one of you guys help me with my situation?
yeah im not too certain whats causing this 😞 sounds like it could be a ISP/wifi issue but it doesnt seem like a slow enough process to be it
i only really know how to fix the easy stuffs :P
I'm trying to upload an avatar and followed a guide but whenever I click show control panel in VRC SDK it just doesn't do anything, any fix?
Nevermind it turns out turning it on and off works
Rotate the "dead" by click R and then click Either X,Y,Z depends on which axis you want it rotated on and then do 90
whenever i look up my avatars spine seems to turn right?
why doe some avatars i uplaod cause the fallback to show half way in the ground?
it looks like i found this on the bug tracker site but i guess its still not fixed?
Hey, I was wondering if it would be possible to make a contact like a nose boop make a blendshape go up by a certain amount more each time it's pressed until it reaches max? (like a squint turning into a blink the more the nose is pressed) If so, how would I do that? Please ping me if you could assist, cheers!
yes, the best way to do this would be with parameter drivers
they have an "add" feature which lets you increment a parameter by a set value
so what I'd probably do is create a new state with a blentree, then in the blend tree you can have add 2 motion fields and set the parameter to a float parameter. Then in the first slot put your rest animation, and in the 2nd slot is your "full" boop animation
then you can duplicate this animation state
(this is so you can reduce layers)
I want to find someone to customize an avatar for me. Got permission from the maker. Need a reccomendation for someone good and reliable. Not dms. Like a link to check out.
then use these to set up a basic toggle using the contact parameter (it should be set to "on enter")
Need pre built assets swapped for new ones.
then on the 2nd animation state (the one that ISN'T orange) add the parameter driver state behavior. Add a new one, and set the type to add, the destination to your float parameter, and the amount to whatever you want to increment each time
Not sure this is the right channel. It is avatar help of a sort.
if you're planning on having a layer for anything that can be combined into one DBT, then you can put the 1D blendtree in your DBT and then setup the same logic but with an "empty" animation clip
also if you want smooth movement, you can try using float smoothing
documentation on how to do float smoothing ^
can be added to a central DBT if you want as well
try VRCTraders discord server
If I post there I'm gonna get flooded with dms. But I'll try it.
i mean just ignore the ones that aren't authorized and you'll be fine
it's annoying but this is the best way to find a legit person
Authorized?
if you're looking for just some help with it and want to do it yourself, people here will answer your questions, but if you want to hire someone else then VRC Traders is the best place
yeah?
have you posted there before?
it sounds like it from what you said about your posts getting your dms flooded
Briefly but I took my post down quickly after the flood of messages
did you read the rules or the message sent to you from the bot
Maybe?
because as soon as you post a commission listing it dms you explaining exactly what the procedure is for commissions
it's imporant that you either read that or the rules (they explain the same things)
in short, only comission people from that server who have the authorized role
it has a blue star
these people have been through a process to apply to that role where they proved they make quality work and aren't scammers
it's a very thorough vetting process
Just got dm'd for this lol. I'll look into that then.
for example i am authorized, this is what the role will look like
the only people who have this role that might not look like this are people who are both mods/admins and also authorized (mod role takes priority on your name)
?
yep, just make sure to add a toggle between the two states based on the contact parameter (if true, transition to "new state", if false, transition to "blend tree"). You also want both of these animation states to have the same blendtree in it, so it's constantly playing the animation. Typically you'd do these in separate layers, but there isn't much of a reason to when this is easy and will save on layers.
I accidentally opened a new scene in Unity and I can't find back all my assets in my old scene. I didn't think the new scene would automatically overwrite my current one!
It didn't even ask me wether i should save my old scene...
What can I do?
How would I add a toggle between the two states based on the contact param? Wdym both of these animation states have to have the same blendtree? New State only has room for one motion
It's the state I have the avatar parameter driver
to create the 2nd state you should duplicate the "blendtree" state so that you have a perfect copy. If you know how to set up a basic toggle, it should be simple from there. I can walk you through it if you're new or send you some short tutorial videos
so BlendTree 0, the new state should be the one with the avatar param on it? Not the New State (which isn't a blendtree)
yes, and you can rename these if you'd like
I also have a boop contact already made, do I set it to the boop parameter and it'll just work?
in Contact Receiever
these should be 2 separate parameters. One to detect when your avatar is booped (a bool, true/false) and one to tell you how much your animation should play (a float, 0-1)
so I should make a new parameter, one of them like BoopCheck and then BoopAnim?
basically:
am i being booped? (true/false)
how far along is the incremental boop animation? (0-100%)
BoopAnim being the float
yeah that works
and which one in the blendtrees should I set parameter?
the orange one should be the bool?
both blendtrees will be the same, they should use the float parameter
the 2nd blendtree is just a copy of the other blendtree, so they will be identical
then to make the toggle you make a transition between one and the other and vice versa
now you need to make one that goes from blend tree 0 to blend tree. When you select them you need to add these settings:
Exit time = false
Transition duration = 0
add a condition to both of them, but this condition will be different on each
the parameter should be BoopCheck for both, but the first one ( 🟧 > ⬜ ) should be true, while the 2nd one ( ⬜ > 🟧 ) should be false
so what this does is stop at "Blend Tree", then wait for your nose to be booped, then it will switch to "Blend Tree 0", where it increments a value, then waits for your nose to no longer be booped before going back to "Blend Tree" where it starts over. Each time your nose is booped this value will increment.
Each animation state ("Blend Tree" and "Blend Tree 0") both have a blend tree inside of them. This blend tree smoothly blends between the off and on animations based on a percentage (represented in decimal form 0-1), which is the number that was incremented by "Blend Tree 0"
It'll increment until the anim is at max?
yep!
Also, for the contact receiver I have on my nose, do I just set that to the boop?
and then it just works? or it has to be a toggle on the nose?
set the parameter to BoopCheck
do you want it to have a specific behavior after it reaches the max?
so like if it's at the max and you boop it again it will reset?
how would I make a toggle to reset it?
if you want to just make a seperate toggle to reset it, then create a regular toggle, but make the animations empty. Then on the "on" state, add a parameter driver that sets the value of "BoopAnim" to 0. You probably want to also set the control type to "button" rather than toggle in the menu
also if you're keeping write defaults on then it's a good idea to make an "empty" animation instead of actually keeping the animation states empty. I usually make this by creating an empty gameobject with a name like "null" on my avatar, then animating it to be on. You can delete this gameobject afterwards, and you have an animation clip to use for "empty" slots so that it doesn't cause any bugs
How would I test it in unity? Doesn't seem to be working @arctic ginkgo
no clue why my hair is being stuck to the middle of worlds
if you're using gesture manager, it doesn't seem to work with default tags (fingers, hands, head, etc)
you can use AV3 Emulator, change your contact tags and add a test contact sender, or just test in-game
how would I do that in AV3 emulator? Like adding a test contact sender
we can't assist with ripped avatars
you can add a test contact sender and it will work with gesture manager, just add a custom tag to your contact receiver and then create a contact sender with the same tag on it. While using gesture manager you should be able to just move the sender into the reciever to see if it works
I have that with a random cube, added a contact sender with the name TestObject and the Boop has TestObject under the collision tags
but not doing anything in play mode
I think I might of done something wrong with the blend trees or anims, let me get pics
why does the imposter genorator give avatars i genorate dupilcate bodys
one version animates normally and the other version is just a t posed bottom half of the body thats attached to the hip
ive tried using imposter settigns to fic it but did nothing to resolve it
for both transitions, I did what you asked, orange to gray = true, gray to orange = false
Doesn't seem to be doing anything when I have a test contact touching the boop contact in unity playmode
Unless I'm missing a step
did you set TestObject as the name of the contact tag or just the name of the object?
Under collisiontags for the object it's named TestObject
i mean the only thing i'm seeing an issue with is that the value of the parameter driver is set to 1, this will make it go all the way to the "Boop1" animation rather than incrementing it
you can always try using gesture manager's debug menu to see if the parameters are changing correctly
you are also using gesture manager rather than just using playmode, correct?
BoopCheck
it's on that yeah
Try using gesture manager to test it and watch the parameters in the debug menu to see if they are updating correctly
the second blendtree is supposed to be BoopCheck in the param right?
the blendtrees themselves are supposed to use the BoopAnim parameter, while the transitions both use the BoopCheck parameter
the boopcheck seems to be working, as it turns to true whenever I put the test collider in
but boopanim doesn't change it's value
okay, try opening your FX controller while using gesture manager. Then select your avatar in the heirarchy and you should be able to see the animations transitioning. You can move the animator window so that you can see the scene window and then move the test collider into the contact and see if anything happens in the animator window
just to double check, did you put this controller in your FX layer slot and also set the layer weight to 1 in your controller?
It's both set to weight 1, and it's both in my runtime controller and fx playable layer
alright this is what to check next then
just doing a debugging process, trying to see where the issue is by going through each step
it only shows a locomotion layer whenever I click on my avatar in playmode with gesture emulator
and if you open your FX layer you can't see that running instead?
let me check
ah, question; if I am using VRCFury, does that override the layers on runtime?
yes, that was my next question. If you select your avatar you can see the FX layer that is currently in your avatar and clicking on it should bring you to the file and highlight it in your project tab
you want me to open the vrcfury file that's being made?
yeah, that should show you what's happening when you use gesture manager
well, the vrcfury thing doesn't have the boopanim stuff I did on a regular vrc fx layer
so it's not there, since the fx layer I put in the avatar is being overriden by the stuff I made with vrcfury
oh hm.. i'm not really sure how to add things to VRCFury controllers, I don't personally use VRCFury
you can probably find out in the VRCFury documentation
It should merge the base fx layer on the original avatar with whatever you added via vrcfury to a layer they make at runtime
that's all I know
so I think the stuff I made should be like there
oh nvm I found it
the blendtree has just a blue bar under it, doesn't seem to change at all whenever I do the contact thing, and manually changing the slider inside of the blendtree doesn't do anything either visually
do the thresholds for the anims need to be a certain number in both blend trees?
what should happen is that the blendtree animation states should be switching between each other
unfortunately you can't test the blendtrees themselves, but they should be working fine. The thresholds should be 0 and 1
okay so, in debug, the check and the anim is going up in value
nothing is visually changing
do the animations need to have more than one keyframe?
boop0 only has one keyframe because it's no face changes, and is the rest point, boop1 has the changes
no, they should be fine with just one keyframe
Oh, I think I figured it out; nvm! It seems to work now!
yay! I'm glad you got it all figured out ^^
Thank you sm, I like never ask for help for these kinds of things cause I'm stubborn, but tysm
it's a good way to learn, there's things you may never know about if you don't talk to people on here
just lurking in these channels or discussing avatar stuff in general can help as well
anyone know some tutorials on animated expressions
i keep getting this on the quest converted side. i need help please
Does anyone why my avatar’s physbones keep disappearing upon upload ? I just converted an avatar to quest- all I did was lower the textures, delete a few physbones, and add gogo. When in play mode the physbones I kept worked perfectly fine- but in-game they weren’t there ??
does someone know why i cant import unity package unity said, its imported but i dont saw them
Did you drag it into your hierarchy?
if i try to drag it into unity it doesnt import it somehow
like it doesnt even try to import it
i tried but it doesnt do anythin
not even load the things
Can you show your screen?
yea you mean like in a vc? or how?
Like, just screenshot and post it here
its a vid bc then you see what i mean
You have to drag and drop it in the console part, I mean, the down part
i tried that too
you're gonna have to reopen the assets tab through the window dropdown at the top and drag it in there
reopen?
like unity is full of tabs that can be adjusted and closed, somehow assets isn't open
just like
click on window and looks for assets
and click on that
im sorry i dont get it i dont know where to get it like what do you mean with click on windows?
the button that says window
do you mean like hover over the symbol? of it?
and then what should i press?
look for assets
it might be under a subsection, i dont know off the top of my head
i see it again i used a different layout and then went into normal layout again
now it works again thank you
and i would have a question to poi toon when theres like POI TOON 7.3 and then a different like Poiyomi 7.3 - 9.0 can i use like 7.3-9.0 and Poi_pro 7.3.50_and_8.2.013 since it both does 7.3 in it or are that completly different?
first means oldest version you can upgrade from, second means that version
so i cant use the 7.3?
you cant use those if your avi was made for less than 7.3
but aslong there stands poi 7.3 at first i can use it?
uuuh, as long as avi was made with 7.3 or anything newer you can install the latest one ie 9.0 for toon, 9.2 for pro i believe
so i should install the 9.0?
most cases yes
i mean 7.3 was like 3 years ago
i meant more like the 8.2.013 so thats why i thought the 9.0 version of poyomi wouldnt work
idk how to say it otherwise, anything from 7.3.50 and onward should in theory upgrade to the latest without breaking anything.
okay thank youu
So i an trying to edit avatars on Procreate. I am exporting them on blender from FBX to OBJ.
When i do that, i get a message that says "overlapping uv coordinates" and none of the textures seem to fit correctly on the model. Anyone knows how to fix this?
This can be ignored if it doesn't have any problem visually.
Well
The issue of my textures not fitting properly (like the UV is wrong) still exisit... i assimed its relarsd to that
(Im retexturing exisint textures. Not making new ones from scratch)
Have you actually checked UV map?
On blender it seems fine
Can you make sure that it has only one uv map?
Uh... imma be real i barely understand anything on blender 
I entered the uv tab when selecting the model and it looked fine
Screenshot the uv to confirm
On it
In which app the uv didn't look fine?
In blender it looks fine
On Procreate where i get the error, it dosent properly fit the texture on the model
Dear people who know how to use physbones; How do I make my springjoint not fly ass end first? Is there even a way to do that without editing the bones? Thanks!
iirc they get dragged based off the bone chain so pretty sure you'd need to flip the bones so that the butt end of the bone is upwards (which to my knowledge is only possible to do properly in blender) 
unity wont add the required packages even if i press resolve all?
i don't know what do you want to do but i guess you have to add repository from vcc
how do i do that
i want to know what do you want to add before tell you that
vrcfury, the sdk's ,
ok, i think it's already installed. what is your problem?
avatars wont upload, no matter what
http error or something
ok then show us console
you need VRChat SDK - Avatars package instead of VRChat SDK - Worlds to upload the avatar
yellow ones are warnings. you can ignore them.
also we need first few red errors. please take a screenshot of them.
i still need help y'all-
same issue as me
hmm, you are still installing world sdk? i need screenshot Manage project in VCC
who-
i-
i forgot that VCC can't remove sdk...
you need to recreate the project as an Avatar project
it is tho?
Are there another red error in console? if you have the red errors before screenshot ones, screenshot of them.
thats all of them
hmm... then i have no idea sry
found them here
hmm… It seems that network issue.
- Are you using any kinds of vpn?
- Is that error still showing when try to upload now?
no vpn, yes
so i have no clue to fix them sorry
ok all good, atleast you tried
Im trying to put a different set of clothes on an avatar I have. But when the arms move the shirt is stuck in the tpose and doesnt move with the avatar
Assuming the shirt is actually rigged then you'll need to use something to merge the armatures, VRCFury's armature link can do that, so can modular avatars, if that is something you use.
hi-hi! trying to figure out a new avi. Specific issue: I'm using a quest pro; on previous avatars I had the thing where I could halfway-close my fists, which is super vibe for headpats 😊
this is what that looked like
(and might important, it was unity 2019)
On setting up a new avi, whenever I close my fists even slightly, the avatar's fist are going immediately to the fully closed position, ie no halfway points
(this is unity 2022)
both avis have the same setup in gesture layer, broadly the same animator layer mask, 1 as weights
how do these halfway-animation things work? and how can I make it work in unity 2022?
(this is doubly problematic to build, as in avatar emulators this doesn't show up, only in-game)
(if it helps: old avi was a reeva, new avi is a chiffon)
how can i stop unity from giving me this error?
Pretty sure I didn't.
Bumping this
what does the SDK upload panel look like?
It had a few auto-fix errors
Nothing of that regarded physbones
Like I said, the physbones worked perfectly fine, it just messed up during upload
Getting an error I've never had before with a fresh avatar project
Theres no blueprint ID attached or anything.
show the details of that highlighted error
This error is really cryptic and there's mainly 2 fixes I've seen so far.
- First try using a different thumbnail, using a scene capture would be the safest
- The other option is clearing your temporary cache. Try closing the project and clearing the temp folder in windows by pressing Windows Key + R, putting
%temp%in the field, and clicking OK. Delete everything in that folder and click skip if a file is being used by a process
was just asking since generally that only happens if you're too many over the limit before upload (in the phybone transform count area it'll say something like "too many phybone transforms will perform poorly and will be removed at runtime" ) but if its not that then are these bones animated at all?
waaay over limits
I believe it’s the hair
Its your vram useage , 15 times too high
Deleting the hair physbones made it go away
Got it uploaded, thank you for the help
that's good to hear, which solution fixed it?
Restarting the pc and clearing the cache didnt seem to fix it, but different thumbnails somehow did?
Idk, the sdk works in mysterious ways sometimes
Did you use an image thumbnail (instead of scene capture) at first?
I'm wondering if it's the specific images people are using like an unsupported format
all of that is over the limits (and does have the error i said above that was causing your issue though :P im also surprised this hasnt gotten flagged yet/even loads in-game) i suggest you look into optimization documentation or add-ons/scripts that can do it for you
first step would be to fix that texture warning/error by lowering your texture rez
I tested her out just now and she works perfectly. No lag whatsoever so I think I may be alright for now. I will look more into optimization sometime- thank you !
you will get flagged 40mb is max for android and security will hit it
'see person with 41mb few days ago wondering why'
that and you've also gotta think that you're not gonna be playing solo and will be loaded among a bunch of other people, you should always strive to optimize as much as humanly possible for Android and iOs since they're both not all that powerful
if anyone does like titanfall themes avatars or just cool robots dm me plz
What do you do if an avatar is stuck in a pose under the ground, the preview is off. the animator is using the correct FX.
This messed with the armature of the models i put on it, i can still load it fine ingame but the hats are above me.
Hey everyone. I'm new to avatar customization and I'm struggling to attach a hair pin from booth to my avatar. The project files of this hair pin (https://booth.pm/en/items/6016483) contains the prefabs, which I correctly added into the scene and I then unpacked them. But now I don't know how to attach this hair pin to the head/hair. When I click on the circle beside the Root Bone, I cannot see any of the armature for suggestion. The same happens when I move it to somewhere else in the scene hierarchy.
Does anybody know what I need to do here?
im adressing this once again because i cant find a fix. this bug is still there. i tried deleting unity and vcc, tried importing all packages, tried other wifis, tried cloudflare. ive contacted vrc support for this, waiting for a response. im looking for someone who may have a solution. im not using vpn
cant upload avatars, but can offline build test them
try restarting router/mobile data/vpn. sometimes aws just blocks uploads for some time for people, it probly wants some captcha but not like you can enter it.
steam shoudnt have anything to do with it
isnt there a rule, you cant make avatars if you are using a steam account login instead of vrc?
you login in sdk itself
you cant do that if youre on steam
if your name doesnt have some d7f2 in the end its vrc account
now it says, "missing credentials" what now?
switch to first tab and login again ig
doing it rn, its trying to upload, ill tell you result
uh dont touch root bone, just drag whole thing in hierarchy so its a child of head bone, then position it
Anyone know why this happens to ONLY my avatar's thumb nails? They are attached to the mesh and they only clip when moving the hand in certain angles. I genuinely have no idea why. Its not the weightpaint
Hey uh... was there an update to the performance requirements? My avatar used to be Good on PC, but now its saying its Very Poor with the requirements for Quest, but im on the PC version. Should I reload Unity, since reloading the SDK did nothing?
(Btw, no I added no 3D models, I only changed the physbones slightly to add a "broken" effect to my avatar.)
Because of the audio
unity bug out sometimes, either restart or go to texture properties (any texture) and select windows tab in override
I did not added the audio, it was fine before.
Alright.
ok will try!
your vrcfury prefab is missing assets. Try importing the package for jerry's face tracking again
is this correct? Body is the name for the Head part. Or should I put it in the armature hierarchy?
however, putting it below Body makes it not quite aligned. When moving, it seems to be slightly out of sync. But I don't know why.
In unity, it looks good.
Ah, ok. I resolved it! When adding this to the Head in the armature hierarchy, it works properly. Hope this is the correct way to do this 😅
Yep that's fine
im having issues with physbones where quest user grabs a bone but its grabbing the wrong one on pc, has anyone ever encountered this and have a fix?
the physbones are different from pc and quest, could that cause a problem with syncing?
the normal and diffuse appear seamless but both materials combined shows a very apparent seam, any tips?
the seam remains even if i paint right over where the uv for torso and arms divide
Does anyone know how to import poi 9.0 without unity crashing ?? I imported it with another shader and it worked fine. But when I clicked the “open me” for the avatar it was using, it completely crashed ??? It’s done this multiple times and I’m starting to get pretty upset
I just tried re-opening the project and it crashed once more
poi really shouldnt be causing crashing that sounds like it could be a problem with the avatar package, have you tried importing it into a different project without poi first to see if its the issue?
(also poiyomi has their own support discord that'd probably be better for issue with the shader if it does end up being the shader causing the issue)
I imported it before without the poi it calls for, the package is good
hey everytime i upload an avatar it doesnt show up in vrchat...help
Are you using correct unity version? It must be exactly the version it recommended.
i am using 2022.3.55f1
you have to use 2022.3.22f1
https://creators.vrchat.com/sdk/upgrade/current-unity-version/
hey i downloaded like 3 avatars and i have no idea how im supposed to acc use them. it says theyre unity packages so i downloaded the vcc and im downloading unity hub rn. anythin else im missing?
it says its queueing the unity editor install, idk why tho
idk what i do to fix ive deleted the library and reopened,ive reinstalled unity nothing ive done has fixrd it
Your GestureManager is corrutped
how do i fix it
so what do i do so that i can be able to use it
Did you add it yourself through VCC or use a UnityPackage?
vcc
sorry for necroing this message but i'm having the same question now, the weight painting ends pulling the hidden clothing's vertices out, it's awkward
The answer for that would be to avoid using blendshapes to hide things entirely as it's bad for performance in general
so i'd have to use more skinned mesh renderers for that 
If you want to have a cheaty way around the performance ranks, use UDIM Tile Discards on PC or if you're wanting Quest compatbility you can use a "root bone" to scale it to 0
i'm on pc and it's on verypoor anyways
text documentation https://www.poiyomi.com/special-fx/uv-tile-discard
If you prefer a video https://youtu.be/CfpjcO_ISDs
so reloaded without gesture manager its still no work
Show the new errors
Do you use any Antivirus software?
for unity or just my computer
would be your PC
cuz i think i do im not 100 percent sure wat i use
so i have a issue where my blend shapes dont stay in the settings i set when i enter play mode is there a explanation to this?
it depends on the blendshape
if theyre used for a slider that's on the avatar, IE. A girl with thigh sliders, if you set the blendshape yourself in the inspector and click play, it likes to reset to 0 because it's meant to be edited using the slider on the gesture wheel. If its a customize slider IE. ear-type meant for in-unity customization before upload, yeah that's kinda weird-
hey guys, is there a way to make this object glowy for my quest avatar? like i want it to look similar to how it looks with the lightmapped toon shader, but i cant use that because its only for worlds and not avatars. is there a way to make it look like the last picture?
btw sorry if this is a dumb question im kindof new
best way is making it have the ToonLit Material
It's probably being animated in an animator
I think you could also use Matcap Lit and use emission...? Buuuut imo Toonlit works just as well and looks just as good, you could try it
i could try but with quest i have to be careful what shader i use😭
why?
Toonlit is also a mobile shader
You go to VRChat/Mobile/ToonLit and it works fine with quets and I've used it before
yeaa i am currently using that one
hm
just dont think i can make it like glowy with that one
I think MatCap Lit has an emission check?
Is it dark with toon lit? You might have vertex colors on the model
oh i made it dark with the lighting tool, just to demonstrate that it wasnt glowing haha
ill try itt
Oh there's an emission option in standard lite
yeaa i tried that too but for it to look bright it had to be completely white colour:(
guys im struggling to add a avatar package to a project in vcc can someone help? i could screen share
It doesnt need to be completely white though
did you open the project, click Asset at the top left of the window, and click import Custom Asset?
If it's too bright just use a darker texture in emission or make the emission color darker
I missread the comment
Maybe i shouldnt try to be answering questions at midnight, my bad
dw its ok youre doing fine:) its just when i tried using this it just looked kinda weird
like you can see the faces
I don't know if this will work in this case but i've noticed that having a bright texture in detail albedo makes it have a glowy effect compared to color in the regular albedo and that can probably be combined with emission
This is a weird solution but for some avatars i've wanted to be flat shaded while using the standard lite shader, in the mesh import settings I change normals to none
The main issue with this though is the lighting changes drastically with the direction you are facing
ohhh interesting
ill try see if i can do that:) thank you for the help
i think it kind of worked ! just still having the problem where i have to make it completely white for it to glow fully but i thinkk it will still glow a little bit if i darken it
tbh looks a lot cooler like this:)
How do i make my avatar camera smaller
what me do?
Your what camera?
How do you put the avatar in blender and you can literally colour on it. Not the texture itself but instead on the model?
Just import avatar fbx file into blender.
Idk where to find the Paint tool
Me dumb
Look for "Texture Paint" tab.
If you choose to save as png then sure it will.
I mean like the perspective of my avatar, so that if i have a small avi i dont have to feel like it's small on me aaaaaand i just realised i could just make the avater bigger so nevermind
I'm looking for a scott pilgrim avatar
how do i get this to go away so i can scale the blendshapes
Get what to go away?
thenote
VRC clamps blendshapes so that won't help you
youll have to make the sensitivity higher in blender
how do i di=o tht
set shapekey to new max value while every other is 0, create new from mix, delete old shapekey, rename/reorder new one as old one
Anyone know how I can fix this? I imported a pose as an idle with gogoloco and in game on desktop, her legs do this weird thing. How do I override it?
Anyone know how to make meme Avatars like Lolathon and Cyberchimp or have a tutorial on how to??
id start here: https://discord.com/channels/189511567539306508/1139228456090087495 though if you're wanting to make models 100% from scratch you'll want to look up blender tutorials too (and if you specify more on what your end goal is people in here could help you with setting up your toggles and such)
anyone knows how to fix this? happens with almost any avatar
blueprint id was empty ,so that's not it.
network error? try waiting a few minutes then reloading the sdk
ill try
I just keep spamming upload until it works.
same, it worked once like that ^
-# also: make sure to make impostors for this avatar, since its very poor rated, 🫣
I had it literally 2/3 days ago
I spammed upload, works, but i've yet to try it with this one
i’d guess it’s just vrchat servers having a moment, yes
Does anyone know how to sync the contacts receivers so other players can see what is happening?
Is it possible to make an animated texture on an avatar without having individual materials for each frame? I wanted to have a robot avatar with a charging battery indicator for the AFK animation.
Just make a sprite sheet
I found a tutorial that said Polyomi shaders would work
Can anyone assist me with an issue? i've been trying to test my avatar, but when upload it it has no info, and is immediately replaced by a fallback
Any shader would work
How hard would it be to rig a pmx file for vrc
How would I do a sprite sheet? Would I need to animate UVs? :0
I found a tutorial for that, but it was 50 minutes long.
is it pre-rigged or just a mesh?
0 clue, I'm pretty sure it is just straight from sun and moon
(It's a zeraora model bc literally nobody seems to have files for a quest compatible one available)
Pmx files are mmd files aren't they
I believe so
The person who uploaded it seems to use mmd mostly, so i assume so
Yup
It's from mmd
I think mmd files tend to have a lot of extra bones and empty objects you'd need to remove
Yippee, this is gonna be a pain
cats can remove those in a click
first off id check if its even allowed in vrchat (though if its a direct gamerip id guess it isnt) 
most mmd created content isnt
Oof
cats is a addon for blender (shortcuts to stuff and optimize/automate stuff) , a pmx import is a click to remove all the stuff unity/vrchat dont use (use unoffical 3.6+ cats not the old ones)
I guess i could just use it in blender to make an similar copy but with my sona, then it isn't a game rip
Noted, thank you
what unity do i install
https://unity.com/releases/editor/whats-new/2022.3.22 hub/manual way there
If you're on windows just use the creator companion, it'll automatically install the correct version of unity
k thanks
its not installing
Creator companion or the version of unity?
unity
It should tell you what version of unity it's trying to install, go get that version
Then you should be able to tell it that you already have the correct version of unity
I had to do the same thing when I had windows
it says this
ok its installing now
Can someone send me a unitypackage with the vrc sdk for an avi in it please? I absolutely suck at using unity, and since i changed to linux, i can't use the creator companion
is that it
Yes
ok
If it fails follow these steps
ok
thank you very much😁
Hey can you help me, this is all that showed up when I imported it, i can't really model from this
how do i upload an avatar using sprite renderers? or is it not allowed at all
use blender 3.6 anything above pmx converter dont seem to like
Nvm, person I had reached out to regarding the files for the zeraora avi they uploaded to vrchat responded
I don't believe you can do that, what exactly are you trying to achieve?
wanted to upload this
My solution for this was to use a combination of both UV tile discard as well as those blendshapes so that on PC things were hidden very well and UV tile discard couldn't be seen in certain worlds (as it does shimmer in rare cases). However this is a less optimal solution for quest since the blendshapes don't work very well and UV tile discard is not an option there.
what does this error mean?
You don't have to use a sprite renderer for that. Is this using a texture sheet?
Like each frame is on a grid on the texture?
someone help pls
No sheets, as you can see in the asset bar below, i set the images to each be sprites, and just dragged them into the scene
Alright I'm trying to do something stupid with a prop I bought to put on my avatar. I basically want to have two of them that act independently from each other. They both have their own animator and I'm assuming that wanting 2 means I'm going to have to duplicate the animator and have the second just be renamed slightly?
How do I change rest pose without ripping the bones out of the base model?
Trying to install cats gives me an error, my guess because it was last updated 4 years ago.
Theres an unofficial version of cats for blender 4
Pink means it has no texture or unity can't understand its material. My guess is you just need to install the shader it wants. Lil Toon and Poiyomi are the most common.
hiii just wondered if anyone could help me create my first avi, kinda struggling and old tutorials dont work
'Create an avi' is too wide spread. If you got trouble with certain bits, do ask here, just try to go one after the other
I am meant to click on the Zip file to 'install from disk' aren't I?
Is there really no vanilla way to change rest position without tearing the bones from the model?!
The vanilla way is given here, first result on google https://blender.stackexchange.com/questions/49768/can-i-set-my-pose-position-like-the-new-rest-position
I'll try again. I've looked at this page already but maybe I missed something
like said above pink means broken/missing requirements (generally the shader), you should check the model's shop page description or look to see if it came with a .txt file of instructions as there may be other things you didnt import ahead of time aswell
i still need help gulp
is it normal that my head looks like this
You can manually animate either texture offset if you do atlas your frames, material swaps, or using poiyomi you can use their flipbook feature
Look in your console for spammed errors
if its in blender you'll want to set the shader mode to opaque it looks like it might be alpha blend rn
how can i set it to opaque?
nvm found it thanks
Ok! I had to google one of the instructions itself but I think I've figured it out.
Anyone know how to fix this?
dont really understand how to have the clothing just be on my base armature
You need to import shaders. Usually on Booth, it'll tell you which shaders the avatar needs. It's most likely liltoon.
anyone knows what's going on here? i have like, 28K triangles, there are no errors on unity reported, why does my avatar not work? like, did i miss a step? all bones are there, ALL OF EM, exported in fbx, did all the shenanigans at unity, but the avatar info ain't there, and as soon as i load it into the game it's replaced witha fallback
Your SDK up to date?
Think current is 3.7.5
The security checks are there to stop things that the SDK can't or has been modified to not catch.
While there are bugs with it still, I don't know the exact details of those that still exist.
Regardless there is no real way to say unless you went into more detail about the avatar and how it is setup.
should i send the unity tree?
or whole screenshot of the project?
Picture of entire Unity window is liklier to help
In a bit, unity is still opening
Umm…is there anyone in here that how’s to upload and Avi cause I’m struggling I don’t usually but this one is a big more complicated for me
A lot do, state your issue.
Well when I’m trying to do is is basically import everything to VCC but the only issue is that I rlly don’t have the brain power to convert it to being pc and quest then adding the Wraith armor FBX and then substance file and face tracking
i'm having a strange issue in vrchat where my avatar has something appearing in the mirror that isn't appearing in 1st person or to remote users. I'm not 100% sure if it's an animation that is playing differently or a constraint that is behaving differently, but i'm thinking it's a constraint since there's no fork in my animators that could cause different behaviors in the mirror clone that I can see. Does anyone know why this might be happening?
and no it's not anything on my head so it's not a headchop issue
This is the stuff I have to upload and I asked the creator if they can help and they said no and that I can find someone I know to help me upload it
Cause they don’t do uploads
I genuinely feel like ima break the avi

for some reason when i select windows it keeps "unsupported" as selected
In blender what is it called that I'm trying to do so I can search up how to do the thing
I'm just trying to select these 4 rectangles and vertically shrink them to make a blinking animation with shapekeys
when transforming (Moving, Scaling, Rotation) an object in Blender you can press the key corresponding to the axis (X,Y, and Z) to lock them to that axis
easiest way to select them is hovering over them and pressing L.
- Go to the vertex data tab
- Add a new shapekey (or 2 if you don't have any)
- Select your last shapekey, rename it if you wish
- In edit mode, over over each rectangle and press L. This should select them
- Press the keys S, then Z. If you want to scale them by a specific amount, type that in, otherwise move your mouse closer or farther from the center point to scale them, then press Enter.
Also in case your pivot point is incorrect, you can change it by pressing the ">" key, then select the option you want (bounding box or median point should be fine for this purpose, although individual origins can also work)
Median Point is the default btw
As it says, you are using a non-recommended Unity version, it is likely the cause of the failure.
i see, i'm gonna try to get the exact one they're saying
although it doesn't seem to be in unit hub
Any Unity version can be downloaded with Unity Hub via protocol links
click "install" on this page https://unity.com/releases/editor/whats-new/2022.3.22. You do not need Visual Studio, the only module you'll need is the base android build support module if you want to upload for Quest
found it
ty
that's another thing to look out for ty
Start with just getting it uploaded to PC.
Importing all that is easy, just add it to VCC and then, in manage project, add it to the project. Everything will very likely already to be setup in the scene it is directing you to open.
That helps a lot! Is it possible to scale it to a negative so it doesn't exist anymore?
Don't worry, as long as you don't delete or replace files in the asset window then you can make save files by right clicking the scene file and "save as".
Ok I’ll try that
scaling it negative just turns it upside-down and inside-out. If you want it to be completely flat you can scale it to 0, but only scaling vertically to 0 will turn it into a flat shape, not making "not exist". If that's what you're going for then you'd need to scale it down on all axes. Something you could try doing is making one blendshape that scales it down to 0 vertically, then having one that scales it down to 0 on both other axes. Then in unity make an animation for the blinking that first sets both blendshapes to 0, then over time it sets the the vertical one to 100 and keeps the other at 0. Then the next frame it sets both to 100. This way the blink animation will have the vertical motion, but at the end of the animation you are left with the whole thing scaled all the way to 0, making it effectively invisible.
i randomly cant upload anything to vrc anymore and i dont know whats causing this. i am using the correct unity version, sdk and CC. even tried making new projects with nothing in it but the needed components but it wont work. i keep getting these errors even with avatars i've made / uploaded previously. im out of ideas pls help ._.
nvm. i tried using a vpn and it works now. weird
how would you make these individual parts on the face into expressions? i can't figure it out for the life of me
hey i wanna get into making avatars but dont know how.
can anyone help?
uh too general. tell what you want etc. most people either start from buying decent avis/kitbashing them/making simple accessories/recolors etc (well, actually most also stop there), or go a route of very basic stickmen etc from scratch.
https://discord.com/channels/189511567539306508/1139228456090087495 is good for the unity side of things but for blender stuff you'll need to find your own tutorials (unless its a really specific problem/question its rather hard to point you in the right direction)
you'd merge all of it in blender into a single mesh and make them into blendshapes/shapekeys (its also just better optimization-wise to have your model using 1-2 meshes max)
i believe theyre shapekeys, thats what the guy who rigged them said at least
i know nothing about blender.. sobs on the floor
that doesnt seem right considering it looks like EVERY single part is seperated
true
i could send the file if you wanna take a look at it, i have NO IDEA what to do
maybe they have blendshapes on each mesh but thats even worse for optimization
is it a free model you purchased somewhere? i dont deal with direct downloads/file sharing from users here 
its a direct game rip someone did on deviantart, i asked someone to rig one up but i have no idea what to do with the toggles
i totally understand that though discord users are erm. kinda odd !
oof if its a direct rip id suggest you 1: check if the game allows their content to be used in other games 2: that the DA user allows their "work" to be used in vrchat
i checked the description, they allow both
i did like a tiny bit of research before this
ah alright, well i can point you in the right direction atleast! you'll want to look into 1: learning how to import/export stuff properly into/out of blender (the model should be a .FBX) 2: learn how to merge meshes and material slots(perhaps even atlas your textures if the model uses a ton of them) 3: create shapekeys/blendshapes
lots of youtube tutorials out there for blender
alright, thank u sm!!
looking on youtube i cant find anything about merging meshes, only objects and i feel like if i do that its gonna fuck something up
they should use the same methods its just with objects they're completely seperate from each other with no relation and meshes are seperate but "joined" under an armature, if you're worried/scared then save your test version under a seperate .blend file
ohhh !
how do i put the right avatar hoodie on the left shirtless one and have it show up. it doesnt show up ingame how do i do this
how do i fix this it wont let me resize and i cant find the blend shapes? avis is shinano
I have gogoloco and another dance prefab, both use vrcfury to attach to the base layer, which when i go into play mode, it tells me that this is a problem, what would i do to get both of them?
Does anyone know how to fix this issue where blurring in substance painter doesnt blur onto other parts of the avi?
How do i add an avatar to my favorites? When i press add to favorites on the website, it just pops up with this
And if i press it, it just closes again
I am, in fact, gonna lose it
can someone help me make a vrc avatar in blender? i already have the model
Hello everyone, May I ask for some assistance and I am sure the answers are simple, but my Autism is being one hell of a wall to climb today. I have a Rindo model. and I purchased a set of jumpsuits all different styles and colors They are all prefabs, What would be the fastest way to add them to the avatar and creat toggles? Or am I just stuck with doing all of them seperatly
I think Modular Avatar or VRCFury is the fastest way.
So...my avatar has bones that are constantly flying away from the body once I load in...why that and how do I fix.
Note the bones do not have phys bones
Can anyone offer some pointers to either a course or a tutor? I'm a software developer but I want to try creating avatars. I've watched dozens of videos and followed lots of tutorials but they just don't fit the bill. I don't want to know "how to upload an avatar" or "how to edit a store bought avatar". I would like to understand the process. I'm not trying to make a furry or girl. The avatar can ultimately be a couple of sphere's for the head, torso and hands. I think I need to understand rigging. SO... I'm looking for something "thorough" not an "in 10 minutes" course. I'd be happy to pay someone to tutor me but I would like that person to understand and be able to communicate the process and not just be "clever". Thanks for referrals to any sources you might have.
i had the idea of making a transparent material toggle instead lol
that's basically uv tile discard with more steps and worse performance lol
ahah yeah, at certain point the performance doesn't bother me at all, it might bother others, i understand, i rarely play with other people though
So I have some questions
Bc I'm new straight up to any sort of avatar creation but just don't wanna pay thousands for my own custom avatar...
anyone know what might be causing incorrect thumb rotations here? both of these hands are fist, but the right thumb seems to rotate opposite of what i'd expect. here's how its set up in unity and blender. also i included how the left hand is set up in blender for reference
hello i want ask something, i upload avatar to quest, but the phybone warnign doesnt show up in sdk, and when uploaded the avatar doesnt have physbone, in unity the phybone is not in editor only, so is this bug of sdk or i just missing something?
guess what months ago i made the exact same thing you're doing there, a caith sith avatar
problem is i have issues with the skeleton too
tough mine i think i didn't put the thumb bones
funny is i also came here now in hopes someone has tips for thumb placement and weight painting because ive been struggling with my main a bit
Got a weird issue, I got clothes I made to fit my avatar work in blender but as soon as I put them into unity the blendshapes are reversed the model is warped
tbh at this point i'll just make my own thumb bones. i was trying to use the existing ones but eh
i ended up having to weight paint 3 of the fingers anyway, might as well do a 4th
yeah the skeleton that comes with the model isn't good for vrchat use, it's better to remake your own from scratch, i did that a bunch already, so you could do that as practice too
friend getting thiseverytime they try to make a new project
try removing Library folder after closing unity.
Find and open the folder for the project in file explorer
this is happening for every new project not just this one
I would share an image of the issue I am having but the model is suggestive - Clothing works nice in blender, everything works, I cut down the bones to what is needed for the item to work with the avatar in unity and send it to unity by exporting it, (I used FBX all as the scaling) but when it comes into unity the blendshapes are warped and in reverse
Most likely, a bone is rotated weirdly in the default pose.
Question: How do I animate parameters? I know certain VRCFury addons can make certain parameters "animated", but how would I do that myself?
really how can i work around this?
Bones are all fine
Maybe its an issue with weight painting?
Could be. The bottom half of the clothes look fine, but the top's vertices seem to be rotated on like, 90 degrees on each axis, so it's probably not weight painting.
Maybe it's how the vertexes are assigned? Heck, it could even be an issue with a default pose in unity somehow
Also NEVER MIND I FOUND THE SOLUTION!!! You can animate parameters using this kind of thing: https://hai-vr.notion.site/Avatars-3-0-Animated-Animator-Parameters-and-Smoothing-f128c71dd3184c2bb61a4cff8296ada5
How do I add the blush to this head, like the texture just shows a white strip and idk where to add the blush texture to it >~>
Like how do I fix this >~>
i think i can ask here for help?
i went to the unity server and absolutely nothing has helped, i just wanna make models man
i gen dont know what to do, ive reinstalled and installed unity and the VCC like 2 times already and nothings worked
i have both apps uninstalled right now, so if anyone could help and tell me what to do that would be wonderful
is there not a texture slot for the blush texture to be added in? sometimes just dragging from the assets to the scene model doesn't work
With Poiyomi - is it possible to add two normal maps?
why do you need two normal maps?
I worked on a custom texture with substance painter, and since I got the custom base, and custom map, trying to see if i can use both.
Somehow I fixed it?
Do I need to combine the two?
ohh sorry i was unsure what you meant by your wording
Oh aight, thanks.
No problem, apologies aswell.
actually was this the right place to send this or is there another channel for like things like this
I am no expert on this stuff but looking up the names of those dll files, it doesn't seem like exclusively a Unity issue, it looks like this error may be a more general thing with programs, but also keep in mind I don't really know anything bout this stuff either
i have Two issues. this is one it stretched out my shoes when i play space drag. The other is my chest pops through when i move (AKA showin in video) how do i fix these? VIDEO IS NSFW
i just think i need to be on call with someone whos expert in these things or sum, cause this is the 30th time ive tried to download both these and even just open a project and it hasnt worked
idrk tho
i just want this shit to download so i can learn to make avis man
sobs
Sorry I cant help more, but that does sound like a good idea, it apparently has to do with Windows stuff
Looking it up, it says "Go to the Microsoft website and download the latest version of the Visual C++ Redistributable package compatible with your Windows version."
No same
if theres anyone here whos an expert with this stuff and would be willing to sit on a call w me while i download this stuff PLEASE this is a CRY for help
I think if you can't find help from people here, you may want to check out Microsoft support forums since apparently other people there have similar problems
I'm sorry dude I know, I also had to jump through hoops when I first started working on stuff like this
i hate tech vro /gen
lol yeah, it is tiring dealing with weird glitches like this, sometimes it is best to just take a step back from it and wait until you got more energy to deal with it
Just don't get to a point where it is so tiring you get burnt out, that's what helped me keep going with this stuff, take a break and go do something else for a bit
yea, i had to do that last night and then i tried continuing today and it didnt work both days
Sometimes it just is like that, but don't give up!
Try looking into that Visual C++ Redistributable thing, I think that may help solve ur problem
I dont know the ins and outs of it, again I am not good with this stuff at all, but people say to go to https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170 and download whichever one goes with ur system
Any1 know the fix?
how would i even know which one goes with my systemm..
So for that, you go into settings to see which version your computer is, you go into your settings and then into System, then About, then there will be a little thing saying what system you have
If it says you have an x64 system, then you choose the download that says x64, for example
But also please don't just take my word on this and do a bit more research on it, I am not great with tech either! But this could be a lead! With glitches like this, even making progress towards an answer can be good!
oohh okay!! tysmsm!!
Ur welcome! Sorry I wasn't more help but don't give up!
i don't know about first issue, but i can tell something about second issue.
you need to remove breast physbone(DON'T remove the bone object, just remove the component).
The phys bones from what?
it's the component to use physics in VRChat. like hair, breast, and chain accessory.
If I move the physical bones the chest Wont move tho?
Is the shoe thing only when you are doing that? Cause I used to also have problems with my character standing on their tippy toes when moving, maybe try editing your height in game in the settings?
Idk if tht will help
Yeah sorry, that was all I really had, but I think someone here probably can help!
Whenever I gotta do something like that, I either make a backup of my project that my avatar is in, or I just take a picture of the physbone component so I know all the values and stuff
then i can just put them all back in
and you can revert changes if you haven't unpacked the prefab.
what do i delete
I think PhysBone_menium object has physbone coponent that we want to remove. and again, don't delete the objects. just remove the components.
i tried that but it stops the phys bones moving but i wanna have them move is there a way to do tht or no
why does in unity there is a seam happening but not in blender? 🤔
looks like it might be a different UV map. If you have multiple on an object, make sure the first one is selected when exporting (after looking closer i think i may be wrong about this)
;-; okay so I needed to make new eyes so I can swap textures etc, and I did everything right on blended, but idk how to get the new fbx into unity without having to redo everything I've added in unity already, like I overwrote the fbx and for some reason it doesn't add them, but I import the fbx into unity again and that fbx has the updates, like idk what to dooooo ;-;
The arms of my clothing are not reacting to the avatars arms and remain in Tpose, any suggestions?
I think you can swap out an fbx prefab without overwriting the file, maybe try that
so, i have probaly a simple problem but i cant get some clothes to actualy work right on my avi, anyone know how to fix it?
How do I do that though ;-;
I dont have unity open so i cant show a screenshot and i may not remember perfectly enough off the top of my head but if you click on the avatar root one of the first things in the inspector should say prefab and you can swap it out there
Ack no because this deletes the armature still
Anyone know why in blender the model look fine even when moving it around its still ok but when I imported it into vrchat it has this sharp spiky edge on one side?
issues all point to the normal map
from blender to vrchat isn't a good reference, need to see in unity gesture manager as it emulates how it works in vrchat
If so then do you have any idea what causing thiis sharp edge?
looks like weight painting
The right side don't have the issue that's why I'm confused
it's not always mirrored
need to check every bone in that side at weight painting mode and using G to move around to find the culprit and paint with 0 weight over those vertices that shouldnt be moving
Alright then, I'll see and try to re-paint the weight painting and see if it fix
Thanks you for helping!
here's an example, ive been through that a lot aha
Oh my that's rough
But thanms for the example really appreciated it!
Can someone help me figure out how to update my avi model without it deleting the changes I've already made please 👉👈
Another question if you don't mind
there's this thing in unity I don't know why it happened but whenever in play mode or in vrchat, the model tend to have their mouth open like this instead of closing it, any idea why?
remove the jaw
Oh Jaw is not needed for this?
Alright thank you!
Learn a lot today thanks to you lol
Hello, I'm looking to create a mekeup for an avatar on substance but I don't really know how to use it in any case to paint on part of the texture without it protruding onto the other part ^^
heyyy people i need help for this i can't create audio source in my animator
how i fix this ?
Check console for errors.
Remove that shader.
okay
Hi! Im currently having some problems with the VRChat Creator Companion that, when I press "Open Project" it only opens the Unity Hub app and doesn't do anything, just stays stuck there doing nothing?
Hi! I'm making an avatar at the moment and for some reason whenever I import said .fbx (Applied Transform, FBX All) my avatar is upside down and not at 0,0,0. Enforcing T-pose temporarily fixes it but when I drag it in, I need to 0,0,0 the armature (Main item is fine), why is this happening? I'm doing the exact same thing as I always have done but it just isn't working for this model for some reason
Upon importing into blender it is doing the same thing aswell, I have no clue what I did wrong but it is severely messed up
hello i'm trying to upload an avatar, i thought i had everything right, i dragged the body into the face mesh of vrc avatar descriptor, so i'm not sure why i'm getting this error, any help would be appreciated.
Did you drag the face mesh from the assets/fbx in the slot or from the avatar that is actually in your scene?
from the avatar in the scene
Is the background blue by chance
no, it's the grey ground and blue sky
now we need to see stuff
take a screenshot of your avatar descriptor and the avatar plus hierarchy so we can see all 3 things at once preferably
this may sound a bit too soon but I don't have any experience in doing shape keys for doing specific facial movements for certain characters like Anakin Skywalker
I'll show more later when I get back to my apartment
My avatar MMD isn't seem to be working. I've tried every thing that should work it still not working, such as the Japanese names for the viseme, vrcfury mmd compability. I don't know what I'm missing to fix that issue. The only thing that works are only the Blink.
I really have no clue what I'm doing, can someone help me try and fix this thing, or tell me what's wrong with it (besides the missing material, that is painfully obvious)
Sorry in advance for what I'm about to say but do any of these problems get solved eventually? It feels like it would take awhile considering most people are busy that's why I was wondering
Sometimes that's been happening with me too
The missing material part of course, but the other part I'm not so sure
Hello, a question, I am making a model in blender. Do you think this is good, or is it too much?
This is an old avi, and it is probably missing some assets, it also has some interesting assets in the folders that I need to remove
Do you want it to be quest compatible
That looks about right
No, although if it could be done it would be great, but I know that for the quests you have to lower a lot of triangles
Since I have 140k, how much more could I lower it to make it even better? or I could leave it like this without problems
I actually want to work on a Buzz Lightyear avatar for VRChat
I think making one is very simple
He'll have to be accurate height
not a fan of avatars above 70k, but theres worse things then triangles - meshes & material counts in the 50+ those just scream i didnt optimize
I'm not a fan of those with poor topology, but there are a few exceptions like Springtrap's for example
There are some of us VRChat users who prefer the original or higher poly models for authenticity than lower poly ones for performance
No it's just crazy, I am literally cursed by the Unity gods.. I tried uploading i think 15 times now.
is there a tool to create physbones bc im trying to create them for my breasts and im failing big time
Blender
hi im having issues with weight paint i cant add any weightpaint to it im so lost
I think there's some addons for that
oh really ? would love to get them if you'd have them
did you figure it out because i have the same problem
Where can I download the sdk from? All i can find is the download for the creator companion, which won't run on my operating system
use alcom
It was a joke
I have a friend who lives in Alabama, so I saw alcom and immediately thought of alabama local news
Anyone know how to add phys bones to the chest and make it so that others when they poke it or touch it they move. DM me if anyone’s willing to help because I’m heading to sleep
@timber wharf alcom didn't do anything
how can i add nails on my charater with no bones on my nails
like id like to merge the body and nail mesh but idk how and idk if that would break my character
Can you be specific to what your OS is?
Fedora linux
I use Fedora, with the command-line tool vpm
Alcom works too, if you prefer a gui
Alright
Although at this point I'm trying to instead rig up a model using blender
Because the avatar I was working on was super broken, and I don't know enough about unity to fix it
Ok, I seriously have no clue what I'm doing
if it's rigging, come over to #avatar-rigging and explain where you're stuck
I have the model in blender, the bones are all messed up, but I should be able to fix that, I cannot figure out how to even get the texture to apply
That is my next step, I want to get textures working first
ah I usually don't do too much texture work in Blender, you need setup materials in Unity anyway
Can you help me through this? It's my first avatar where I'm not just recoloring the texture files, so I'm clueless as to what I'm doing
maybe? I don't do much of this in Blender itself
you can't edit textures in Unity though, just setup materials with existing textures
Let me see if I can get my friend who does blender stuff to help me set that up rq
Okay what tf am I doing wrong how does everyone seem to get their quest avis with so much stuff under 10mb
are you trying to actually paint on textures in Blender?
Lots of optimization
I think? Like I said, I really have no clue what I'm doing, this is my first experience with blender
Like this is the same Avi I already have but by someone else and they have allll the toggles yet I delete all the toggles and it's still 16mb please how
things to optimize > fbx/shapekeys , texture resolution/compression , remove large animations , if your av is 100k+ verticies expect the fbx to be large (my quest avs are <10k)
@somber sequoia if I get the base textures on it, can you also help me animate them for expressions?
people in this channel can, I'm not saying I can commit to anything personally
Can you explain that in terms that someone who's dumb can understand where am I going what am I doing
still cant figure this out
in Blender: select nail object, then body object, ctrl+j
but when i do that the nail doesnt follow the body
weight paint the nails
I'm using unity if that means anything
for some reason i cant wieght paint anything it just stays blue and nothing happens when i go in wieght paint mode
So today I learned that my avatar’s clothes only show up for quest users and not PC 😭😭😭 does anyone know why this is happening or how to fix it?
use exactly the same avatar parameters file for both quest and PC versions.
idk if i did sum wrong but the meshes are joined
so idk whats wrong
even before wieght painting it it doesnt work
Ok, I'm there
Can someone please help me Its been literal months and I cant figure this out. Im about to just give up. The face orientation is correct, the meshes are combined, but the nail ALWAYS does this at certain angles only in Unity. Never in Blender. I have tried 3 completely different nail meshes even the original Zinpia nail and it does it every time
certain angles? Does this happen in game?
Yes and certain hand poses cause it
It happens in game
seperate nail, remove all vertice groups, repaint it back to finger - incase you have multiple bones affecting it
I have done that and it didnt work.
I have seriously tried everything
nails are so annoying
Does anybody know how to make a radial toggle using an existing blend shape with toggle assistant?
got a question about parent constraint since it seems like the VRC one behave differently with multiple Source.
When i set a parent constraint with 2 source set at 1 each , as soon as i make one source go down, it move the connected object instead of just following the proper source. Does anyone know why ?
Anyone knows how to fix? I'm getting tired, same problem 2 days straight
hey um
im trying to import a jacket not ment for nova beast into my nova avatar
how do i do that?
like i would like to make a toggle out of it
if its not even made to fit on the novabeast then you would need to take it into blender to fit it properly
as in? do i need to basically adjust the verticles to match the novas main model?
also rigging and weight painting
i downloaded a "police man" nova could i just make that armature work on my model?
where did you even get it from
vrmodels is a piracy website
didnt know that and quite frankly it works for what it works
buy the model instead of pirating it
Hey does anyone know how to make this head cap work? im pretty sure this is a texture issue but i dont know where to start ill link photos of what its supposed to be and whats happening
well when i went to search wasnt there
s u r e
it was literally top result
s u r e
o k
that doesnt matter now does it for me it matters only my own model of the jacket
nothing else
5 dollars isn't even that much man just buy it
dude
hey if yall gonna argue do it in dms
do you not catch the hint that I AINT GONNA USE THE MODEL?
they started it lol
idc
i got no problems with this shit lmao
if you arent going to use it then why do you have it
take it there its a help form
you have the novabeast sitting right there with an armature
that...dont do shit tho-
cause-
every model i see
has different bones
/: in clothing
i ment
you are using novabeast so you have the novabeast armature
Doesn't really matter if it has different bones cause in this case you'd have to re-rig it entirely anyway
There's not really a standard for bone names
^^^^
to be fair you did get the clothing off of a piracy website which in the screenshot is broken so
How to I set an object, like an FBX, to be invisible to my player's view, and visible everywhere else?
you did
DUDE
first of all why did you out urself like that
💀
i didnt even use it INGAME
you downloaded it off of a pirate website "just for the bones"
womp womp
still your fault for pirating it
bro what do you think?
we told you though
yes TODAY
Yeah and
yup
i think about anyone who know avatr making its a piracy website
you were given a link to where to buy it
down the grapevine
so dont make me be like "ahh your fault" when clearly is a mistake that everybody can do
i didnt
there you fucking go
yet you are refusing to buy it cause you are apparently not using it now despite the fact you are still going to use it for bones
dude
im NOT
even that half of the models are exported projects so they wont work the best
can make them but still
dude buy the thing
like that matters?
for future ref buy the thing

brushing things under the rug isnt making look the best either
did you even buy the novabeast
idk yall getting fucking flames and hashes for so little
its geniuely stupid
im sorry not being rude
but
bruh
piracy is a bannable offense
chill
is the hair cap meant to be transparent?
OK?
yall dont have to just make it my fault for not knowing it
ya know
like bro
it is literally your fault
no
i think so heres the page i couldn't find anything but i was skim reading lol https://zinpia.sellfy.store/p/hair-cap/
accidents are still the fault of the one that did it
is like saying a baby eats a piece of plastic but since he doesnt know is still its fault
true, learn from it and move on
are you a baby?
it does use transparency
but i can say yeah sorry and move on
from Unlit?
Setup an animation to hide it when IsLocal is true
and not use that website anymore
then dont and dont use what you pirated AT ALL
including for "reference"
also btw-