#avatar-help
1 messages · Page 39 of 1
headchop if its like a bone
islocal for toggling the entire thing off
i have the nova not pirated
i aint man thats why im rebooting the project
just use any shader that supports the transparency
like addictive?
you think i can use this?
rendering mode
huh
Where is IsLocal?
its a parameter
Bought an avatar and I'm trying to export to use it
Had these instructions but I just cannot find where these settings are
Blender FBX export dialog
what model is that?
@somber sequoia 😭 😭 😭 😭 my lord help meee
Yo quick question: For some reason i cant animate anything on my Non-Humanoid Avatar. The Layers, regardless where i put it (Base, Action, FX) dont seem to trigger ingame. When testing in Unity its fine...
This is the Avatar Descriptor, The Avatar itself and the Layer inside the Animator
Id really apprechiate if somebody could help me out with this because its frustrating me a bunch tbh
wdym?
it probably had instructions in the description
but also what model are you working with
this is all in the readme file besides contact and credit stuff
do you have a mesh assigned leaving it blank it will have no idea what to talk to (animator)
testing in unity will work, blank wont work in vrchat
using a empty skeleton is one way of skipping that step
It doesnt directly deform mesh, it deforms the parent the meshes are in + it should also play sound which isnt working either so im guessing that its the controllers which arent triggered
As in PC/Quest?
I barely know anything about this stuff
Where exactly are you referring to by the way?
no as in what model did you get
this is just the export settings for blender if you plan to edit it in blender
shit
animator need a mesh to talk to , generic avatars made of gameobjects dont have any - leave it blank toggles dont work in vrchat
I already know this
But
I shouldve made it clearer that im not using any Toggles, sorry.
Im only using parameters provided by VRChat (Velocity etc.) which is why it is pretty confusing to me as to why it doesnt work
same thing, need a mesh to talk to
you are sending parameters to ?? it doesnt know where
The model has multiple avatar versions and it only lets me select one
different color versions
yeah idk wtf im doing 🤣
either way I get this when I try to just do one
show the entire console
I seem to have found the issue, which was the missing animator controller in the animator script, not a missing mesh
Putting the "Base" animator seemed to make it work
I thank you lots for taking your time to help regardless
This?
thats not the entire console
empty skeleton super easy mode for any generic avatar - long as it has avatar slot filled it can talk to anything on it - havnt tested it in ages, av3 sure didnt like em and throws fits
try building again
I've tried multiple times it always errors
what unity version are you using
when you attempt to upload does it give you any more errors
Hola es un placer estar aqui
its always this
Hi
Can someone please help me with this ;-; I tried to replace the fbx in the inspector but it gets rid of my armature and stuff
picture?
Anyone know how to fix this?
can anyone tell me how do i fix this
there are blend shapes in the body of the avatar
is this minase?
yes
am comepletely new help
turn thos to zero
did that help?
Does anyone know how to do transparency in liltoon shaders?
i dont have the options
yes you do
can you help me find out why it opens in full screen mode instead of in the window at the top?
i think the short cut is alt R
i circled it for you
open the drop down you should see all the settings
also check ur video settings and keyboard shortcuts on the game
also ur shaders are broken lol
idk what that is😭
oh yeah i fixed it
also shrink the arms and chest to prevent clipping
i used to have that outfit
so i know where are the problems
okie tyvm
yours look hot asf though ngl
no worries hit me up in dms if u need anymore minase tips
why thank you
okie boss 
yeah also thos vrchat furry tuts really arent the best for booth models
sorry i looked at profile asdhasdhkgas
yeah i watched so many tutorials but nothing worked
yeah ur best friend is going to be modular avatar and vrc fury

Can someone help me with how i add an avatar to favorites through the vrchat website? It doesn't work to just select "add to favorites" on the avatars page
When i press add to favorites, this "Select collection" just pops up
This is what my "Favorite avatars" page looks like
How do I export from blender to unity
file -> export -> export FBX, set allow scaling to FBX All and uncheck the leaf bones checkbox under Armature
Ok, have it exported
@somber sequoia can you help me with getting vcc working on linux?
you can't get vcc working on linux
So it just straight up doesn't work, or it's not officially supported, because the documentation says it is untested but may work
maybe it works in wine? I dunno, I don't use it on linux.
Wonder if it works through proton
proton is basically wine
but maybe. I wouldn't waste my time though, vpm and alcom work great.
okay, that works fine
Ok, can you help me set that up? It's throwing an error at me.
paste the error
did you edit that settings file?
Yes, i did what it said in the documentation
huh I didn't realize it said to edit that. But I'm assuming something is wrong with line 4 then. As it says in the error.
It moved to line 5, which is where it told me to put the unity editor path
my pathToUnityExe is blank because vcc doesn't work to create new projects at all on Linux. Not sure why it's not fixed. I just make them with UnityHub then install the SDK via vpm add package and it's fine
Ah, ok
I think there's a canny report for it, I haven't bothered looking though
Can you give me the command you use please, I'm not great with the terminal
for what
Adding the sdk
Ok
if you're not great with the terminal, again, alcom is a GUI tool
I tried setting up alcom, but it just gives me a white screen for the gui
What unity template do I use?
3D (Built-In Render Pipeline) is what I use
Oki
Need some help converting an avatar from PC to quest
I have the PC stuff but was wondering how to get it to work on quest
Its actually pretty easy afaik, the main thing is you have to use vrchat's default materials, otherwise it will be fully incompatible
But you should probs ask in #avatar-quest
@somber sequoia how do i import the fbx to prep it for upload? Just as normal or anything I need to do
Hey yall im running into an issue with my logic, Whenever I call the kiblast fire and exit from the it's toggle it freezes on idleany insight would be appreciated haven't used controllers in a while
How do I upload from blender to unity for vrchat
import into what?
Unity
Nvm found it
I exported already
oh, then follow one of the many, many basic avatar setup tutorials
um I gotta question I just downloaded my commissioned avatar into vrchat and when i loaded into the avi my head or point of vision in real life is like in between my avi's knees
and no matter what I do I am always just stuck inbetween the knees
Uh, when i imported into unity, it didn't have textures
Still doesn't
that's normal, make new materials in Unity with your texture images
Ok, I'll see if I can figure that out, thanks again for all the help btw
How can I fix this I edited the unity humanoid thing but nothing works
how do i do that?
Also, I have 2 textures that need to be mapped for the body
And more for the eyes
uhhh does anyone know how to fix the reflectiveness on the avatars? first one is how it looks in unity and the other one is how it is in vr chat
@somber sequoia the avi needs to be quest compatible
again, there are lots of tutorial videos for this
possibly increase roughness or decrease smoothness in your shader
lower your metallic setting so its not so strong
yeah it could also be metallic
yeah i mean in general of metallic & smoothness both
Figured it out
u can also tick off reflections and specular highlights too if u really want, but the metallic/spec stuff is gonna use the world's reflection probe so its gonna vary by world. less intensity will help u be a bit more consistent
Ok, so toon lit isn't working
what way does it seem not to be working?
Bright pink with the material
ah, means missing texture or the shader has an error
Does anyone have a tutorial for making a decal you can put on an avatar to make adding lipstick and tatoos without having to make a full new skin?
Don't think it's a missing texture, since the png for the texture is in the project
idk any on the top of my head, but youll need to have either a mask for it, or have the texture be transparent. u can then increase the decal's Alpha to apply it. Higher the decal number, higher layer priority itll have
Would you mind taking a look at it ghost? I rlly don't know what I'm doing
try to switch the shader to a diff one and then back again
having multiple sdks can also bork the shader as its included with the sdk
so if u happened to do that, would be be why
I don't have multiple sdks
I tried swapping it to unity standard and back, still nothing
still persists if you create a new material?
It happened with 2 materials
is this happening ingame, or in unity scene (not playmode)
Unity scene
id def try to create a new vcc project altogether and see how that goes then
ooohhh
im not to sure tbh, ik it can be a bit iffy on linux/mac even, im not too familiar with the unity errors on those sides, sorry i wish i could be of more help
Figured it out
oh alright then, ill see if that works
It was being stupid in trying to get the material
I rarely have problems in Linux, it's almost never the actual issue.
Yeah, error was between computer and chair
quite common. Happens between mine sometimes too.
why does it look like this? and i could not change any of the settings for the shaders
because those materials are embedded in the .fbx file and you can't edit them. You'll need to make new ones or extract those.
oh ok
newbie mkaing this stuff
wait so i just need to make a new .fbx file and edit it while its in the .fbx file right?
for what, the materials? no, you make new materials in Unity and drag them into the appropriate slots on the Skinned Mesh Renderers on your avatar
oh
Anyone have any idea why in blender the clothes I sculpted look right, but in unity they're slightly offset? Everything is zero'd and no unapplied transforms.
looks like they're offset by like 0.045 in the z axis and 0.016 in the y
@somber sequoia any clue how to fix this?
please don't tag me for new problems, anyone can help. And make sure you screencap the whole width of that so we can read the whole message
if you're trying to build an android avatar make sure you have all the android stuff installed for unity
How do I add the module?
how'd you add Unity? I find that doing it manually you don't get the option to add modules, but if you click install there you get a web link that has a way to get to the archive, then you do that and it seems to have the option to add them
ooh my 2022.3.22f1 doesn't have the option here either
I know the 2021 I have installed does
So any clue how to add them?
I deleted the editor and re-added it in the way I just described
You lost me
It doesn't give me an option to add them
Just to download the manual install file
Which is what i already have
delete the editor off the disk, restart unity hub. click install editor, pick the archive tab, click the "download archive" link. Click the "install" bubble under the "hub installation" column. allow that to open in unity hub. follow along.
Ok, got it, thx
anyne know how to add physbones i tried videos but i feel hella dumb bc it aint working?
I was trying to do a manual install
yeah seems if you do that you don't get the packages, no idea why
That's a stupid way of doing it
... it's Unity 🙂
Why not just have a folder where we can drop the module file
they have links for the modules and such but the linux links go to mac packages 🙂
Yeah, a lot of linux stuff does
Well crap, guess i got time to kill while unity installs
Im off to play arkham shadow, thx for all the help!
Hi, I have a question. How do you resolve the issue where, after adding to merge an animator and copying parameters, you can no longer access the AV3 of the avatar? I hope my question makes sense; I’m attaching screenshots
Why did my validations just dissapear
ok jesus chirst ive finally figured out what to do
Haii um can someone help me with an issue I'm having with pumpkin in unity
all i had to do was just use the external materials and change the shaders, and not choose to use the embedded shaders
finally my avatar looks normal now
go to the root bone of what you want to add physics too and add a vrchat physbone component and set the same thing as the root bone in the component
it does that sometimes, I just close and re-open the window
FYI you don't need to use the Root Transform slot if the physbone component is on the bone itself, that's when you put it somewhere else.
When I try to use it to change this model to my old one it just puts my body horizontal ;-;
And it gets rid of my tail I added >~>
yep, it's just redundant
thanks
when i didnt do that though the thing i applied it to (tail) floated away when i moved to fast so that (i think) just makes it attached to my avatar
huh that's quite weird, never seen that
haha Unity is like that sometimes too
I love adding goofy shit to my avatar, comically large hammer and subway surfer fone is lit
Also made KJ unlimited flexworks as well, looks noice
They be screaming "noo this is bad"
we do not care
opps was gana say it in caps but tysm it worked ❤️
Ack so yeah, I want a different eye toggle for hypno eyes and to add it I had to go into blended and basically make another pair of eyes and just make them abit bigger etc and I overwrote the fbx file but for some reason it's not updating on unity, and when I drag the undated fbx into my project it has the second eyes, but why doesn't my model get updated?
did you unpack the avatar prefab in Unity?
if you do, that overwriting thing isn't going to work
Ummm wdum? Like put the avi into the scene?
when you drag your avatar into the scene, it's a prefab. If you unpack that, you break the link to the .fbx file such that overwriting that won't update the avatar in the scene.
Oh do I have to unpack it completely?
yes
OwO Okay I have done that..um..now should I go to blender, reoverwite the save and then it will update?
~> ctrl z
It's packed again
i keep forgetting that i do things in a very VERY diwhy way
I-Wait why doesn't it work then ack ;-;
ignore me listen to kazin
im just some fool who makes shit work when it really aint supposed to
haha, I feel like that sometimes too
eh, seems ok
im shocked
i got a little stuck when it flipped back even though the light on anim doesnt have rotate keyframes
Um...okay even when I copy the avi it doesn't copy the tail or the armature fully >~>
ctrl+d to duplicate the root, that ought to copy the whole tree
Hmmm but if I duplicate it then there are multiple duplicates to go through because it doesn't replace them
Once again some weird shit that always happens importing these models fbx into vrxhat sdk, but I literally have the bones it says isn't mapped mapped. Whats going on here
definitely take that bone out of the jaw slot
otherwise, can't tell from that image
Well apparently doesn't have a bone for the jaw so removed it but the ones its saying it needs are mapped here though
If it helps trying to optimize this nova for mobile but it had 7 more bones past the limit so I figured just delete the chest fur ones since I wouldn't care if that wasn't animated
I deleted them in blender but could've sworn I unchecked add leaf bones since that always messes up rigs and blenders dumbass thinks they should still keep that option on by default
Wait could these perhaps be the culprit
nope, nothing to do with rigging
Hey is your root bone actually "skeleton" rather than the usual "hips"?
Uh Unity doesn't show any root bone in the inspector but hips is assigned to skeleton for some reason
show the hierarchy of the armature from the root to Head?
Wait i checked it in blender just now are the bones supposed to be named differently here
skeleton is the armature itself, hips should go in that first slot
the one labeled Hips
I noticed this happens with some avatars
Oh ok so in vrchat sdk instead of skeleton as hips I select the hips bone for it
I assigned it but still shows those 4 exclamations
Just doesn't make sense to me on how they're clearly "specified" right in my face yet it tells me they aren't
I'm trying to make a Radial Material swap, and when I go to actually record the animation, dragging and dropping my material onto the object doesn't work?? It works just fine outside of the recording, but when I try to create it, nothing happens. The material won't drop onto any object while in the recording mode. What can I do?
hi! i bought a vrchat model and it seems to all be going smoothly besides the fact that the hand gestures dont work! the hands will mostly make like a claw type gesture rather than doing anything. the facial expressions still work as if the gestures are working though!
I think I noticed at first the animation type was generic by default, maybe it's just giving me those errors if I wanted a "humanoid" avatar?
And that it would animate properly still?
Does anyone know how to fix my sweater cause it does not connecting to my head and arms in Vrchat but looks fine in unity
Did you put the sweaters armature into the avatars armature in unity?
okay so
I just made an avatar that, yet again, I wish to have it be able to fly on gogo loco
HOWEVER, flight only works if I look downwards, and it keeps launching me backwards.
Here's another thing. Could it be possibly because I have a screen effect shader on my avatar?
(basically I have this big orb around my avi, so idk if that messes with my flight
that shouldn't affect anything
exactly how did you attach it in unity?
ok I found out literally all I had to do was set the animator where it directs me to and now that error is gone
I put it on my avatar with vrcfury
screenshot the armature link component responsible for linking your sweater
What the heck
hey guys i'm adding clothing toggles to my avatar, is there a quick way to disable all other clothes or do i have to manually add a toggle for each one by one and choose turn off?
you can use VRC Avatar Parameter Driver to set variables in an animation state - could be that when you turn that one on, you set all the other ones to off
okay i'll have a look at that thanks
hmm so I've tried to make a toggle by manually doing layers and parameters (I've been always using VRCFury for that), and I'm testing avatar in the game and the toggle is simply missing. What could be wrong? I made some other changes to the avatar to make sure I'm looking at the right one
Non humanoid avatars have broken expression menus, place something in the "avatar" slot of the animator component on the root avatar object so it thinks it's a humanoid avatar
lmao wtf
i have no idea, maybe some blender export setting? idk anything about blender pastwhat i looked up to figure out how to delete some stuff
You may of exported with different scale units from the original fbx, did you use FBX all in your scalings on the export settings?
This is the armature link for my sweater
VRCFury. 
think i found out my issue, the foot has shapekeys for the shoes, editing the shoe may have broken how it interacts with shapekeys?
When the original avatar package is imported what is the scale of the armature object
Is this sweater made for the base avatar you're using?
ill check
I installed GogoLoco on my avi and now only 1 of my world constraints work. This one doesnt work (I.e: Chair follows player) even though the parent contraint is turned off for the animation, if this is a matter of redoing the anim thats fine im just wondering of anybody knows a fix
yo guys im tryna equip this avi from a search world and it works fine on pc but when i try on quest it says security checks failed. Btw the avi is both quest and pc compatible. Any1 know how to fix this?
yeah, it was fine
originally at 1, still at 1
sorry about the background noise but there's just no animation when i move
is your rig humanoid
thanks for the hint! I tried placing "something" (the avatar descriptor that was automatically created with default settings on my fbx), it didn't work, so I guess it has to be properly configured or something. I'll try copying settings from some humanoid avatars later
setting the rig to humanoid fixed it but I'm kinda confused because on a previous version it was humanoid but had the same problem
Yes it is and it is a protogen hoodie
yw
Fixed this, just had to make each WC its own container
if you want to put the protogen hoodie on an avatar you can use this https://github.com/artieficial/ApplyAccessories/releases/tag/v1.1.9
Hey y'all! I gave my avatar custom walk, run, strafe, etc. animations, and I want to disable the tracking on certain parts when it is moving, but I dunno how to go about that. I know it has to do with animator tracking controls stuff, I just don't know where to put that since I can't add that to the blendtree that has all the movement animations.
I can add it to the standing state that has that blendtree, but I worry if that would also disable the tracking when I just stand there. I hear some people can make it so the tracking turns on and off depending on if you're moving and that is what I want to do, can anyone help me with this? Thank you!
hey can anyone help me with fixing the stop sign with ! in the middle cause i wanna upload my priv avatar for myself im in unity
Does it say anything on it?
uh post screenshots of exact issue
this is what it says
Weird, do you have anything else in your project besides your model?
only for the avatar to be android instead of windows
You mean like, a new model that is more optimized or something?
more of adding to be able to the avatar herself for windows
Could you explain more? Sorry I don't fully get it
let me show you
Okie doke 👍
Oh okay yeah that seems normal
Is there any way I can fix this stupid problem, I cannot for the love of God get the animations of this avatar working on android. If I do generic, it just stays in a tpose
If I do humanoid it's all messed up despite it looks normal in the preview
press Ctrl + Shift + B, click the android tab, follow the instructions on how to install the android build support module
@boreal saffron this is then what it does
I literally wasted all day on this crap I don't even play vrchat for a living and no one can help me here just going to keep it pc exclusive for now
okk
I'm tired and don't want to deal with this shit any longer wasting my life on this
I know how frustrating this stuff is bro trust me, weird problems happening for seemingly no reason, if ur tired just try taking a break from it for now and coming back to it, that's whaat I usually do! Also, is that animation of the model curling up playing constantly? Or is it for certain actions like moving? The problem may depend on what exactly your custom animations are replacing
It's just like that while standing still it like goes up to how it's supposed to look like when playing the running actions and anything else. It's just the novabeast avatar I reduced polies and deleted tail bones to work on mobile cause it's such a weak system. Honestly I only go on vrchat to play as furry characters cause I'm obsessed with them or something, I don't care about vr and talking to anyone really
It's 12 47 am right now I have more stuff I can be doing than wasting my time getting mad on this
Yeah maybe just take a break from it for tonight and come back to it tomorrow
show the full details of that error
how?
click the error, the bottom of the console window shows the details
Did you close and reopen the unity project after installing the build module?
It looks like your model is just super not optimized
Looking for some help baking a texture atlas in Blender. I can do it in Photoshop etc, and just moving the UV maps into the correct position but I would really like to position the UV maps and just bake the existing textures into one. If at all possible.
I think you can do it with Blenders (new (to me)) node system... but I'm unsure how to do that.
If you have access to the actual 3D model itself, you can go and clean it up a bit and it will fix that
how do i do that?
You can try to take the FBX file, which is the actual 3D model file, and take it into Blender
No problem! The FBX is what the actual 3D model itself is called
ophelia
That is what you may have named it, but FBX is what the file format is, like how pictures are labeled as PNG files or videos are MP4 files
Not exactly, you may have to go into the Unity project you have to get it
wdym?
You can open up the Unity project, like you had it before
like from unity?
Yeah, like how you had unity open here with the avatar
i need help uploading an avi
What do you need help with exactly?
Lol, like, on their own account?
on my account
Oh okay, do you not have access to Unity or something?
Oh okay I see, well I say maybe try to get a close friend to do it for you, or set up some fail safe just cause it is risky giving someone access to ur account like that
If you want, I can do it for you, but maybe we should discuss it somewhere private? I don't think it'd be good to talk about specifics in public
im starting to feel that same way but ill try to do everything until I give up and lose it :]
Dw I can try to help you through it too!
thank you it means a lot 🥺
NP!
Does anyone know how to fix my sweater cause it does not connecting to my head and arms in Vrchat. but looks fine in unity and I am using vrcfury in unity
Look fine as in you tested with gesture manager in unity or not?
there is a easy way to do an avatar sdk2 -> sdk3?
the avi is not showing up when I go into gesture manager
does anyone know how to do a full body emission radial toggle with liltoon and vrcfury?
instead of it focusing on one mesh, i wanna do the full body
It shows above the avatar in gesture manager
That mean you haven't properly linked the armature.
hey, question. How do I make it so a mesh follows people's view
kinda like a particle system where its facing your view. but I dont want the y to rotate, just the X and Z
Reposting this since I need help
yo guy is there a r6 converter package for my roblox character in vrchat?
you’d have to convert it in blender methinks
i don’t think such thing exists
oh okay
i don't know what i should do can someone help?
"Autofix"
try expanding the panel, there should be autofix buttons
THANK YOU VERY MUCH I feel so dumb
i was so upset my 4 hours of work was for nothing :T
chat I still need help
Is your avatar invisible or very small?
idk
You can click it and see its transforms values in the inspector
I don't see that any where
Click 1
Transforms of anything selected will be in 2
Tell me what transform values will be in 3 once you clicked in 1
Check
1 avatar rig
2 viewport ball location
Both looked alright
Configured to humanoid
Hips
Spine
Chest
Neck
Head in their correct order and slots?
Viewport in between the avatar’s eyes?
Do you have custom locomotion layers in the base slot?
still cant upload avis
Is there a specific way to have a material swap on quest avis or can i still record it as an animation clip?
it's the same as PC
Anyone know how to make it so when in fullbody you can still move your legs but when not in full body you can still sit like normal?
you shouldn't have to do anything for that, but you probably want to uncheck "force locomotion animations for 6 point tracking" in the avatar descriptor
Everything just locks in and I can only move my arms and head
having issues here may i pls get some help
new error? idk how to fix it.
first off yuck, thats majorly unoptimized but either remove the broken scripts on each part listed in your errors or add the required items that're listed on the shops page and lower texture res of your materials textures
How do I fix this? I have it rigged, but it didn't automatically add the animator
(Ignore the ungodly triangle count, I am going to optimize after I have it functional)
if you're 100% you set the rig to humanoid in unity then just manually add the animator script where you've added your avatar descriptor (also that tris count likely isnt correct and needs you to turn on read/write to get the actual correct number iirc)
Alright
(Yeah, I really didn't think that's the correct triangle count)
Is this right? (The avatar is the one that I'm using)
Ok, it says it should work
Thx
hey guys
you know how sometimes the scale of the avatar can be determined by the person? I have a bit of a confession to make, my Neo Metal Sonic is way too tall
what do I do?
actually scratch that
How do I change where the player is positioned in relation to the avatar? The view for my avatar is way above the head, and the arms are stuck trying to reach the controllers
Nvm, fixed it
looks like we're two peas in a pod
we both had problems that we ended saying nevermind to
Now I have to figure out how to untwist the wrists
Anyone know how i can play audio from my avatar when doing a gesture with vrcfury?? I tried on my own but i cant seem to get it to work
total brain crash moment for me: I forgot how to put an avatar into blender
you'd import the .fbx so File>Import>.FBX> locate where your .fbx file is located
Don’t forget to check in the object with audio source
“Play on awake”
i have but still no audio plays
Are you testing with gesture manager?
can you hear the sound if it's enabled by default (without using the toggle)?
no im going in game and testing
by just pressing play yes
Gesture manager is better because you wouldn’t need to go in game everytime
Just add in the creator companion window
the avatar i have is a unity package
In tools, click gesture manager and press play
It is great for testing vrcfury things on the spot 😊
Open the package in unity
Look for the rig component in the animator slot of your avatar
Click it to reveal the file in the project window
Right click that file highlighted and select show in explorer
That is the fbx
Im painting in blender, Is there a way to select a part of my character so it wont paint other parts?
Im trying to make a lip sync animation from a audio file but cant figure out how? anyone who know how???
kinda like Lolathon when he starts his audio
does anyone know how to fix this issue?
Anyone familiar with bone optimization. Asking for a friend <3
are those the only RED errors listed in console? and did you make sure theres no Blueprint ID attached in the pipeline manager?
there is no blueprint atatched to it and i know why but i cant show it on here
can i dm u real quik?
Sounds fishy
That depends on the reason for the DM
NVM fixed it thank u anyways
I'm having a bit of trouble with some constraints in unity. My avatar has a hood and some props using the parent constraint which all work as intended until I start messing with avatar scaling. Then everything is either offset or scaling at a different rate than they should. I was wondering if there was a way around this.
I heard someone say the same thing not long ago. For them, the issue was that they didnt turn all other parent constraints down to 0 in their animations
hi guys. new to Unity and just learning how to import avatars correctly before uploading. I'm getting this error on an avatar and some googling says i need to edit the AV3ManagerStyle.uss and add
using UnityEngine.Ui;
using UnityEngine.SceneManager;
to the top?
not really sure if that's the solution here though
Just so you know, yellow are notes, warnings, but will not prevent an upload, aka those are not actually errors
oh...ok
well for my knowledge, then. Is this a problem with syntax? or is it something to do with how Unity wants to handle the file vs how it's being instructed to handle the file?
how many days do i have to wait to upload a avatar if im new
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
theres also the option of a one-time boost from purchasing VRChat+ though im not sure if it 100% ranks you up or is just a slight boost
what blender version do yall use?
the blueprint was empty before the upload its been happening in all projects
it does upload if i use another avatars id
please help i have tried everything
i dont think theres a required version for making content unless you're using specific add-on (though i could be wrong) generally new users follow tutorials that use CATS which'd mean 2.79+ for official version and up to 4.2 for unofficial iirc
got it,
im trying to find out why importing an fbx, making no changes, then exporting it, replacing the original fbx file
seems to completely bug out for me
regardless of the file
what do your export settings look like?
ill pull them up
So I just got a bHaptics vest and I wanna add it to an avatar but I am not the original creator of the avatar I want to add it to. Is that gonna be a problem?
How do I make avatars I just got blender tryna download unity how do I get models
Does anyone know a good guide on how to switch between avatar genitals? (I can't figure out how to do this)
Yes. You need to upload the avatar yourself if you want to customize it
You might be able to find public avatars with it or ask the creator if 1) they can add haptic vest support or 2) if you can purchase the model and add it yourself
K tysm
You're not really supposed to talk about nsfw stuff here. If you want to learn about switching any kind of parts for avatars though, a kind of "Frankensteining", that's called kitbashing, so you can find tutorials on that and apply it to whatever you want
oh thank you, dont know that this is a closed topic here
You can find many purchasable models on booth, gumroad, jinxxy, and payhip. Some are free, but most are not. If you don't want to spend money, invest time into learning how to character model.
Sorry didnt get a notif from your ping 😞 glad you figured it out though!
same here
Yep me too
have either of you made sure you're using the correct unity version, are uploading to a vrchat account that has permissions and dont have multiple avatars in scene toggled?
how do I ensure that an avi I'm working on has the clothes showing properly when other people have my shaders off? like before they properly show my avi due to safety settings? A dress asset I wanna use for new years has not been showing for some people and I don't wanna accidentally flash ppl in a public(it's set to the latest poi toon on trans clip)
There could be two potential issues, people not seeing your clothes because the shader isn't shown, or people not seeing your clothes because they don't have your animations on (if your default is naked)
You can see your fallback shaders in game using the radial menu. It's in the avatar section of the options
PC only of course
It's in the same menu as the debug menu and avatar overlay
If your avatar is naked in your unity scene when uploading, you'll need to make it not naked lol
Just make sure that doing that doesn't mess up your toggles (it shouldn't, but it can if the person who made it was lazy and relied on the default state of the avatar+write defaults
What's the file size on the avi package you are trying to upload?
Well it's not an animation issue, I'm pretty good at setting that part up, but I know it's a shader issue, only downside is i'm not sure what I could use to remedy that. Different shader perhaps? The dress needs a clip of some kind/level of transparency as it's rhinestones
Simple question... how can I play with physbones and avatar interactions while in Unity? Like, grab hair physbones and stuff. I can't figure it out.
I'm trying to configure the stretch in my physbones, but I don't know how to pull them to actually check it
Also the fallback shaders thing is super useful, thank you I didn't know that was a thing! I'll have to check that out!
You can try using a shader with no transparency, sometimes maps don't translate correctly unfortunately, and it may be somehow making your outfit entirely transparent.
Oook I see, I see. I appreciate the help! I'll look into it more!
Hewo! I have a Base that I bought, I edited the mesh and the skin, I'm trying to replace the new mesh in the prefab, but it just dissapears! I'm losing my mind D:
It's my first time doing all of this, so sorry in advance for the bother qwq.
Does anybody know how to make a radial toggle using an existing blend shape with toggle assistant?
If the fbx is unpacked it will do that to skinned mesh renderers
Best fix is usually just to add in a new fbx into the scene and then use pumkins avatar tools to copy everything over
For example;
I want to make a radial toggle for a set of wings to change size from large-small with an exiting blendshape
Do you recomend any video to follow to use the pumpkin? Cuz I feel like im using it wrong qwq
Currently having an issue with my avatars reflections where they're seeming to glow? unsure of what it could be- anyone have any idea?
shader is Mochies Uber, a shader i am (currently) a little unfamiliar with
I still need help with this
Need help cause when I attach the sweater it is fine in unity but not in Vrchat and I have tried multiple things like armature linking all the pats with link to box set for different parts and with link from box set to hips and it won’t connect to arms or head
hello im having this wired error pop up when i open up the sdk. does anyone know what this is
Hi, I’m trying to upload an avatar I got from booth and PC players can’t see the clothes, how can I fix this?
Does anyone know how to make a lip sync animation from a audio file??
Like Lolathon when he activates his avatar and the mouth moves to the avatar sound
I have an avatar that I found that says it’s made for haptic suits feedback and I have OCS enabled and stuff, but I still can’t feel anything when somebody punches me in the chest or whatever and I’m in the avatar
Does anyone know if this is an avatar problem or something else?
Why do sum Avis make me go into 3rd person
do other people go in 3rd person aswell when cloning it off you?
It’s my own avatar so I can’t test that
then if its not something you intentionally made for the model you may have somehow put the viewpoint in the wrong spot
theres also the possibility of you fat-fingering something to put you in 3rd person but thats only for certain worlds and i dont think the Black cat has a 3rd person option in the world
(but i dont play it in desktop to know 100%)
if i wanna make an avi pc and quest compatible, do i need any software other than blender or unity?
nope they're both setup pretty much the same way as eachother too which is nice (though the quest has harsher limitations which can be found here: https://creators.vrchat.com/avatars/avatar-performance-ranking-system/) and just require the same blueprint ID in their pipeline managers to be uploaded as a single model for both platforms (or all 3 if you're uploading for iOs aswell)
Just put your avatar (the new one) the in the avatar slot, then scroll down to copy components. Drag the old avatar into that slot and clock "copy components"
There should be documentation on github
ios? i never knew u could play vrc on an iphone damn
its still in beta im pretty sure, theres more info about it here: https://discord.com/channels/189511567539306508/1272893387535679548
oh ok tysm
Hey I'm having an issue where my avatar is dark in lots of worlds. Basically pitch black. How do I fix this?
likely has something to do with the world's lighting setup and what shader you're using, quickest fix would be to change to a matcap lit/toon lit shader of some kind
I use standard/standard lite
I'm in the star wars vrchat community so it has to do with Mandalorian avatars
How can I ensure that a neck and its item (A spiked collar) isnt visible in game view? I can see them clipping through my vision
does anyone have any idea why my avatar fingers dont work in game but work in unity with avatar emulator ? all my other avatar's fingers work.
A few avatars I've used in game have flying mechanics which allow you to fly where you're looking with very few constraints. I've looked at a few tutorials but none of the tutorials seem to correctly replicate it. The avatars are customized so I can't find the original versions online. Is it gogoloco or is it something else? It does not seem to be putting a block under the avatar.
You can try adding emissions. If your avatar doesn't have an emissions map, then this will work, but if it does it won't really, or you can have a toggle to a material slot without the regular emissions map. For your emissions map use your albedo map, and set the color to a light gray. If you want to make it adjustable then create one animation that changes the color to black, and one that changes it to white. Then in your FX layer create a float parameter and a new layer. Right click in the layer and add a new blendtree. In the blendtree set the parameter to your new float and add two motion fields. In the first one add the black animation, and in the second one add the white animation. Now add your float to your expression parameters and create a new control in your menu. Set the type to "radial puppet" and set the rotation parameter to your float parameter
This creates a brightness slider toggle
You can use gogo loco for this
The way it works is by having a collider under your feet that is rotation constrained to your head
And on quest since colliders aren't allowed it uses a station. You can't upload colliders to quest but if you have a station (seat) on your avatar then vrchat will add a collider on upload. Gogo loco uses this collider for flight to make it work on quest
The reason I was unsure if it was gogoloco is because from what I saw all the avatars capable of using flight are explicitly PC only. Whereas Gogo Loco does seem to be able to be used on quest.
It doesn't have to be gogoloco, but it is included it in as an option
Gogoloco is the only prefab you can download that I'm aware of that has it working on quest, but you can always set it up yourself if you feel inclined
Using the flight from gogo loco is the easiest option though, and you don't have to use everything. Just add the prefab, merge the fx layers with avatar 3.0 manager, add the correct parameters, and add the flight menu. Make sure to credit franada though if you don't have the main menu in your avatar since that's where the credits are
Alright thank you. I'll see if that can replicate it to what I want.
Hey y'all! I gave my avatar custom animations for walking and stuff, and I want to be able to disable the tracking that overrides the walking animations on certain parts of the body when in VR, how would I go about this? I know it may use animation tracking controls, I just don't know where to put that. Any help is appreciated!
Any prefabs for dropping objects in world-space? It's a bit important that it's synced with late joiners but for now I'm just wondering if dropping things in world-space is a pain on avatar 3.0 or not (I did it long ago but forgot how)
tyty, it still is giving me some errors... But at least i know now how to use the tool lmao
@arctic ginkgo Like this?
It looks fine here in Unity. I wish there was a way to test and see how it would look in game without having to go through the whole upload process
Since it looks the same as before in Unity but it could be different in game.
It would appear gogo loco has the restriction of having to always have a mirror on to fly which is not ideal. That's strange
Trying it in game
it's based on world lighting. You can try testing different lighting conditions by changing the light in your scene (color, brightness), moving it around, or disabling it
What if you joined me in VRChat and looked at my armor
i think it works fine if you use a mirror then turn off the mirror
itd be entirely based on the world you join
I think it will be literally easier and more efficient in the long run to just do this from scratch because I also want to tie it to guestures like on the avatar I was using
My armor does not do well in The Pug
world constraint
That does sound simple, you just toggle that?
sure but the syncing would require an entirely separate thing
Aww, is that a simple thing that I can get a keyword for, or something more complex?
well considering youd need to position and rotation sync
when im running or jumping my skin ends up clipping through the shirt is there anyone to fix this without removing the phys bones
weight paint it better or redo the physbone
cant really tell without knowing the actual context
if i redo the physbones would it be more like making it stiff
you could try using limiters on the physbones
i just learned how to work physbones so idk how to add limiters or what id do to make the physbones
This is because of vrchat's optimizations. If no mirrors are being rendered, there is no need to run the mirror clone of your avatar, this saves on performance.
Flight works by colliding with this mirror clone, hence why you need a mirror to fly
I don't need the mirror to fly on the avatar I'm trying to replicate the flight function for though
I assume this is a biproduct of making it quest compatible, as every avatar I've seen that has the mechanic or approximates a similar mechanic is PC only
the mirror thing is a bug
In gogoloco specifically you mean?
It could be that regular flight using a collider works without (tho I would find it odd).
Current version of Gogo uses a station to not have an extra collider count in your performance ranking. Try with a collider from the begining and see. (And yes the station thing is also to make it quest compatible)
Well regardless now that I know it's tied to colliders I just need to look up a tutorial on replicating the collider stuff and then figure out how to tie it to a guesture so I'm further along than I was. If it is a bug specific to gogoloco they aren't fixing it anytime soon cause it seems to be a somewhat longstanding issue from what I looked up.
Simply put a box collider around where your ankles are, then just jump. To tie it to a gesture, just have the collider be disabled by default and toggle it on with the gesture
Yeah I read something like that but also regarding the head to give control to where you're looking
i really cant figure out how to stop this clipping i domt understand the limiters
Hello all, Just a quick question, I am messing around with a Rindo model and I want to change the eyes. Do I just Edit the first file here so I dont have to mess with the Rindo_body like here. I AM sure I am making this harder than needed. 1st image is the one I am curious about mainly, As for now since I am only on my 3rd day playing with unity. So far I have been doing what I did in the second image, But once I change the skin tone it reverts back to the default eyes
Hey all, trying to make my first avatar, is vroid studio a good place to start or should I just learn blender/unity?
Unity Sucks.
-
My avatar is a metarig from blender. So it doesn't have the proper bone structure you'd expect from a humanoid avatar, HOWEVER I can select the bones necessary for proper animation so the hierarchy doesn't really matter in this case as long as I select the right ones, which I did.
-
I select the right bones necessary for correct animation despite the raw metarig export, and unity is not allowing it just because of its improper bone structure DESPITE selecting the bones that are correct for animation.
What this means is Unity is saying "I won't accept this because it's not following format A."
But I'm like: "I selected the right things that would pass the tests to qualify as Format A, despite my creation being as Format B, so it doesn't really matter!"
TLDR; I get 'X transform Y is not a child of Z' errors, even though I selected the right bones necessary for correct animation so these errors don't matter anyway.
Make sure to ping me if you wanna reply
I posted this here because it IS affecting my workflow. I can't even preview how the rig looks when I configure it's bond mapping.
Over something so little and CAN be ignored.
Cool!
Sorry for being a douchebag, but #avatar-showcase
People want help here 
Oh for sure
- Rindo has PSD in main .zip file. You can use it in photoshop, if you can't offer to get it, online web tool "photopea" can be a good replacement.
- You can enable / disable layers, like eyes, shadows, face and etc... Easy to edit.
- Do the same for emission part, replace eyes there too.
- Once done - select your head and replace textures in shader settings. Poiyomi / liltoon
anyone know how to fix it i played around with all the settings and idk how to get it to work ;-; on top of it the other breast is now stiff
Perhaps your avatar has shrinkable blendshape? Click on body and check on the right for blendshape like "shrink chest"
no clue what to suggest without seeing the armature, but you can't be humanoid without a proper humanoid rig
weight paint it better
idk what weight painter is or how to use it
If the clothing is made for the avi, it should be already weight painted by the creator
Just check for the blendshape to shrink breasts
it is made for the avi which is part of the reason im confused on why its clipping
For some reason my avi is stuck looking to the left in unity. How do I fix that?
Booth clothing rely on blendshapes. Click on body, on the right - blendshapes. Shrink the part: 0 to 100
okay
Why is my creator companion not opening unity
Doesn't matter anymore, just a problem with my POV.
That doesnt mean its perfectly weight painted to the model
Anyone know where I can find the base and head for all those eboy avis that look the same? some of the avis im talking about include https://akiravr.gumroad.com/l/lumin?layout=profile and https://akiravr.gumroad.com/l/kross?layout=profile so basically the ones that Akira uses, if its not free are there any that are similar to it that are free?
does anyone have any idea why my avatar fingers dont work in game but work in unity with avatar emulator ? all my other avatar's fingers work.
Make sure that you don't have any animator mask in FX layer.
sorry i'm not much of a unity dev, i'm mainly a source engine guyy / ssource 2
Also you haven't assigned all the viseme slot.
oh what the fuck
but shapekeys shouldn't affect finger tracking , right ?
It's better just to be safe. If you don't have viseme then just set lipsync to none.
also do i absolutely need an FX layer for my fingers to track or anything ? my model is barebones
i use index btw
You shouldn't.
okay
my fingers are properly weigh tpainted and rigged but they still don't work in game , but work in unity
i think it's related to finger tracking scpefiically to that avatar
since any other of my avatars dnt have that issue
Did you test with regular gesture in desktop mode?
uhh i testeed with the avatar emulator in unity , does that count ?
That would work but we don't have info on whether it would act the same in game or not.
will try that rn , what are the hotkeys for gestures ?
Shift+F1-8
Also try reseting avatar once.
worsk all the suddne
take oyu very much for your time
and i hope you had a very good christmas anda happ ynew hear!
Sorry, but I have an issue. I try to add a camera component to my Avatar and connect it to a Render texture, but my friend can't see the texture, only black. How can I solve this?
Camera is disabled by default. You have to add animation to make camera active.
I'm trying to make a color slider to change RGB values one radial menu each but I can't even get one working when going into play mode the layers weight goes to 0
yes I added a Boolean switch to it set it disabled by defalt and I asked him to turn on the “show avatar”button. But it didn’t help?
Can someone help me it says the vrcexpressions menu uses a parameter that's not defined I followed a video guide to just add the unused face expression animations to a sub menu that can controll them and I even tried naming everything to what it's calling it, it's only named angry cause I thought I was going to have to define them one by one but it's all just one parameter
I know it's definitely outdated as some things shown weren't there here so could've easily fucked something up here
All I'm trying to do is add animations to a menu option to toggle them on my avatar in game
its in menu but not in vrc params list or youre referencing wrong list
So it apparently has the name here in the parameters list and it's the exact name
And I'm sure it's in the menu here
i need a bit of help - what tools do you guys use that can optimize avatars beyond d4rkavataroptimizer, AAO, and vrcfury's ?
it's in the menu but its not in the parameter list(left "angry")
Oh ok so do i drag that parameter thing into something
im sure the creator put a guide for how to upload that avatar
unless you unpacked it, deleted the actual parameter from the vrc parameter inside of vrc avatar descriptor
Yeah I know I've already been using it thing is it has expressions with it that go unused cause the animations exist but there's no menu for it to toggle them
brother it should be toggled with gesture
not menu
were not in 2016 to use exp menu for face expressions
How do I do that then I mean I did do the keys in vrchat to toggle the expressions like with the default Freakhound but doesn't change them
just add a "MA Parameters" component on your hierarchy
type inside angry
click synced, set it to bool
should fix the upload issue
i aint gonna teach u here how to create a fx layer that can control your face expressions with gestures
that was already done by the creator of that avatar
it should've been in the FX layer
Yeah I know all that's there I'm a desktop user don't judge unlike with vr where you can just make expressions with your face
uh.. there's shortcuts
on desktop
for gestures
if im not wrong its ctrl and f1 ctrl f2
Nice. That's an integer limit. Something broke and I don't know what.
Op, found it. Read/Write was off
God fucking damnit i tried using the shift plus f keys and it wasn't making any faces till i tried now after all the time I wasted. I'm over here having an mental breakdown why I even force my computer that can barely even run this game just to play as some furries I like
Wasting hours of my life I don't even care about talking to people and barely had any interesting game worlds
And now I still can't update it with the second textures I made for it cause the error still exists after I deleted all of the unnecessary work what the hell does this thing want from me now
I'm tired it's 5 am I just want this to be done guess I might as well start all over here
hii is there any way to stop the mesh in blender from lying on the ground after the armature is deleted or to put it back in place? tag me :D ty
i got it nvm
uhm what my friend do wrong???
Clear the errors and see what remains at the top of the list
Hello! I'd like to add avatar gestures to increase the representation of VRCHAT characters. Currently, there are neutral, fist, handopen, fingerpoint, Victory, rocknroll, handgun, and thumbup, and I want to add a touchpad that is only used in ovr. However, if the choice to increase the gesture is against the terms and conditions of use, can I know if it's against the terms and conditions of use, and if it's not against the terms and conditions of use, how can I add it?
There is no rule against it. Gesture parameter is limited to 8 gestures. But you're free to use anything else to control your gesture.
Is it absolutely impossible to increase your gesture?
Gesture parameter is limited to 8 gestures. But you're free to use anything else to control your gesture.
You said everything else to control your gestures is free to use, so may I know for example which ones you have? Sorry for the inconvenience.
It's just anything that is available as parameter.
- Menu toggle
- Redial puppet
- OSC
- Voice
- Standing state
- etc.
Other methods seem to take too long to use.
If possible, I want to use the touchpad on the quest controller on the controller, is it possible?
Yes. But you still need to make custom avatar controller for new gestures.
Hey, so ive recently started unity a few weeks ago.
For a TLDR I've got this neat weapon prefab i was wanting to add to a base i have. But the basre requires a custom fx/menu/parameter, unfortunately so does the weapon, is there anyway to get aroundd this? I use VRCFury if that helps
So how do I register the touchpad input to the gesture....?
I personally have no idea. You'd have to find a software that translate touchpad input into avatar parameter via osc, then use that parameter to control animation states that controlling the hands.
can someone help me with this
you have some missing stuff
have you followed Avatar/Gimmicks' instruction? also did you read the dependency of them?
ngl it had like 0 instruction 😭
oh... i think the avatar needs to install some tool such as VRCFury, modular avatar
Imma just guess any version
So this sting upload error makes me unable to upload the model consistently, is there any way to solve it?
Move your project to a location that does not use non-ASCII characters in the path.
(non ascii characters stands for the non-english character like あ, 亜, Ü, д)
hmm, then rename your PC name (host name).
a
user name?
no. open settings, and see home tab. (sry this is japanese)
change property from sky blue letter "名前の変更"(it's depends on your language settings)
Wait a minute, I'll reboot my PC
Solved, this issue has been bothering me for months and hasn't been resolved, thank you
Before 3.22, untiy couldn't upload the model, and then I was using 19, and now I can use the newer plugin
Hey, so I've got an avatar that I want to add a blendshape to, issue is: just importing/exporting the fbx through blender seems to force me to import the avatar into the hierarchy again since the one already there breaks. At this point I've tweaked way too much to just move things to the new object unfortunately, so there's no way around that?
did you unpack the avatar prefab in Unity?
Yeah
that's why
if you don't do that, you can just overwrite the .fbx and it'll auto update
unpacking breaks that link
Aaah, good to know, but that means it's too late for me then?
for that avatar, yes. You could use pumkin's tools to copy stuff from that one to a new unpacked one
Alright, will look into that, ty!
hello! Uhh, i'm very new to doing stuff with avatars etc and uh, i got a issue with one of accessories i am trying to add qwq;
issue is that on the inside of glasses lenses are popping out like this (that's in unity)
meanwhile in blender stuff looks fine-
Did you apply transforms before exporting?
uhh not sure since i just found the asset itself on Jinxxy and it was fbx file, i just took a look at it in blender to see if there was something wrong with it but it looks fine there and idk what to do from this point -w-;
Hello does anyone have the avatar code for Marie 2.0
Can someone tell me why this is happening?
Whenever I press play in Unity
Unless I do it through gesturemanager
a controller that have an animation that doesn't animate all humanoid bones you get 'bike' pose
Can someone help me make Avis ??
How do I go about fixing that?
Youre asking for too much.
There's a lot of tutorials on YouTube on how to make booth avatars.
That's how I learned.
Oh I've seemed to have fixed it. Thanks!
does anyone know the code for marie 2.0
Anyone know why just the collar shows up as black?
This isn't an issue..?
It was but I fixed it.
Okay if this happens though (motorcycle pose in play mode) that's normal. If there isn't anything broken in-game then there's no issue
It's not something you needed to "fix" because nothing was broken
It may be vertex colors, if you use another shader does this happen?
When using Poiyomi it's fine
Well, I wasn't about to risk it by reuploading it that way. I'd rather have it work the way it was before than possibly break my avatar. (: Thanks though.
probably you get that by buying it
For anyone who is familiar with ulipsync why can't i get my baked animation to play on my avatar
if youre trying to reuse your og visemes you need to set tracking control to animation mode for mouth
the only thing i can pick in the anim bake window is my avatar (Void)
does anyone know how to make an overall lighting setting for avatars instead of having click and edit every material to change the lighting setting?
I want my avatar to be bright enough, but not to be blinding like emission
you'd have to edit each material. You might be able to click them all and then edit in the inspector, but not if they use different shaders.
well do you have an animation, does it play in keyframe editor?
yeah it generates a animation but i cant play it or anything i can just see it
drag it onto avatar root...
Question- do PARAMETERS need to be synced for pc and quest avatars or just the menu? I have an toggle menu on my pc avatar but for quest I am leaving the menu but deleting the animations and parameters to save space, but Im wondering if it will effect it
so it is in avatar animator and not judt random clip
OMG my hero
lol
it worked
thank you very much
@spark walrus you dont want to have different param lists between pc and quest
oh wait
Ok so I will put the parameters back, should I also add them back to the animator?
no need
just using different vrc params breaks sync most cases
and not like youd have different params on different platform anyway, so just dont worry bout it, even if quest doesnt csre about most of them
it worked but all the blendshapes are just at 0 now trough the whole thing
I would because I am using VRCFURY to add these parameters and toggles
Since my quest version does not have it I have to manually add each VRCFury added param
i believe there is some way for vrcf to make them cross platform but im not good with vrcf
I find vrcf very difficult to work with
@hollow oyster 🤷♂️ weird since it does generate keyframes. idk
alright well thanks for the help anyways
Sorry I'm on the road and just realized my message from like an hour ago never sent, let me send it again
Okay it's probably vertex colors. You can remove these in blender by just deleting the color attributes. I think you also can do it in unity with quest tools but I've never done that before
I'm not driving just didn't have good reception
anyone wanna tell me why this is a thing??!?!?! same project, same avatar, no differences.
windows build (left), android build (right)
Can anyone give me specifics as to why the pc side is smaller?
the textures part is probably due to different compression methods
Try overriding the settings for the textures for android and using a different compression format
i dont use the override settings i use default so it effects both.
I thought the defaults used different methods per platform
Just delete these?
that should be it
default effects both, using the override will on effect 1 side.
and ive had issues where using the override has actually caused it to go up in size
crunch on that size barely do anything 50kb?
@hasty abyss it doesnt. degault on pc is uuuh dxt5 and android is ASTC
because different platforms support different texture formats
okay then why does it go up if i use it instead?
well cause astc is less compressed than dxt5
okay so using default is better then
wha
if override is less compressed then default then why use override at all?
its just there are many viable options on pc, with different compressed size, vram usage and quality. and on android everything but astc is shit, tho with astc you can select block size to make it better or worse
anyone knwo why my key frames loses all values when i assign the animation to my avatar root?? But when i click preview they get the values back but when i press play they lose them again
- 1st image is animation before being assigned to avatar root
- 2nd image is animation after being assigned to avatar root
quality🤷♂️
also for rgba textures default pc is same weight and worse quality than bc7
so those should always be overridden or set to high quality
ur using acronyms/abbreviations with someone that has no clue what a bc7 is
thats a format you can select for pc override
wait
https://www.poiyomi.com/blog/2022-10-17-texture-optimization for pc this, for quest just dont touch it, default astc is good.
also dont think that crunching textures actually brings that much, whole avi is compressed into archive on its own so when you see texture going from 2.4mb to 400kb with crunch enabled that does not mean your download size will go down 2mb as well, usually way less.
ok so in unity, my avatar's eyes are constantly looking to the left despite the eyelook values being correct
In play mode or outside of it too
Sorry but I have an issue. I tried to add a camera component to my Avatar and connected it to a Render texture, but my friend cannot see the texture, only black. How can I solve this?
Please note that my camera component is closed by default and turned on through animation, so theoretically the player should see my camera projection, but it doesn't.
do you see it? you animate whole camera object to turn it on? i believe animating camera component breaks it
I set it up like this: I set the camera as a child of the avatar, then I created an animator for the avatar, and then added the camera's GameObject.IsActive property to the animator
It works on my computer. Before turning on the switch, the render texture is black, and after turning it on, it shows the camera rendering.
uh maybe other way around, csnt remember. try animating camera itself ie checkbox next to it, while keeping gameobject always on.
but doing it the wrong way does remove camera for remotes. i just dont remember which one is the right way lol
Okay. Do you mind if I add you as my friend? So we can keep communicating? I will continue to work on Unity tonight.
both
check the rotation of the eye bone - if you didn't unpack your avatar prefab (you shouldn't in most cases), you'll see a blue bar next to the rotation if it's been changed from the default, and you can right-click right there and pick revert
if you did unpack you could probably simply set the Y rotation to 0 to fix it
Think I asked but saw no response, but is anyone aware of how to optimize bones in blender? Or merging the child bones to parent ones 
iirc select a bone and hit 'x' and pick 'dissolve'
not sure what else you mean by "optimize"
you can use CATS plugin
hello, im experiencing a weird issue when viewing a friends avatar in vrchat. one part of the avatar seems to be displaying in double vision on my end. we are both on pc (they are on desktop, im in vr), and the part in question for me is displayed in two different positions depending on what eye im lookin out of (the left eye is the correct position on the avatar, while the right eye is out of place and rotates around a point when looking at differeny angles). the majority of the avatar displays fine, just this one small toggled asset. from what i see, the mesh in question is using poiyomi shaders.
Is there an easy way to find all physbone components on an avi?
I forget the syntax but the search box above the hierarchy in Unity should let you find Physbone components
t:<component name>
this box?
dunno, you clipped the image so I can't tell where that is
it's the one at the upper-left of the screen normally
fond it thanks
ah the one you pasted looks like the one in the Project window - not that one
a component is a thing you can add to an object in Unity. If you're looking at a physbone in the inspector window, that's a physbone component.
which number?
the number of physbone components? Remove some.
find it, then in the "3 dots" menu for the component, delete
hey so i added a pair of pants to my avatar in blender, how do i transfer it back into unity
export the model as .fbx, load into Unity
do i export it over the existing fbx?
If the avatar uses a packed model prefab, yes
the prefab icon should look like this (outlined in red) in the hierarchy
okay, and do i change anythig here? or not press anything lol
click the armature object of the avatar in Unity, what's the scale?
if it's 100,100,100 leave it default, if it's 1,1,1 set Apply Scalings to FBX All and also disable "Add Leaf Bones" in the armature section of the Blender export window.
set "apply scalings" to FBX All in most cases
oh - yeah check that.
okay one sec
any way i could make the eyes glow and be visible through the veil?
glow = emission
@somber sequoia @somber meadow thanks guys, i got it
afaik you don't need to type t:, you can just type eg vrcphysbone
it's unity's syntax so....(not something unofficial)
Hey I'm having trouble I'm trying to upload an avatar and I keep getting this issue and the SDK won't show me what needs to be fixed
and its consistantly adding more of that same error
restart unity?
tried that
I've tried restarting unity, I've tried reloading the SDK under the SDK options for VRChat
Do you have missing scripts on that avi?
Not that I know of everything was working fine until I updated the FBX to add MMD blendshapes
but that all seems to be where its at and working correctly
But like 999 errors is literally it repeating the same error over and over again
Check the hierarchy for anything weird
Nah everything appears correct like its not saying anything is missing as far as I can tell
I feel slow does anyone know what FT mean
Facetracking
ahh might as well upload this FT avater
and its doing it with all 3 of the models as well
Show the details of the error, also enable "Collapse" in the console to condense spammed errors into one
This is a new one
Yepppp All I did was import a new FBX for the model that had MMD visemes into it, before that it was fine but I don't see why that would be what breaks stuff because its a pretty simple thing to do
could try the close unity, delete Library directory thing
Usually this is usually due to the animators on the avatar descriptor having corrupted state machines, this is checking for a IsMobile boolean that doesn't exist
are you on the Android build target?
Nope windows
Try disabling all the avatars in the hierarchy but one so we can single that out
also what SDK version are you on? Can you screenshot the VCC "manage project" screen of this project
how do I remove these black pixels from the goggles? normally these black pixels would be transparent in blender
Ignore the long name this is it being pulled from the backup that I made because the first time I tried to blendshapes I broke things lol but this is the back up that VCC made
Haiii um, I've got some things I'd like to add to my avatar and I was wondering if I could send a list and if you could tell me if I need to go back into blender to do any of them before I do too much in unity 👉👈
See what removing the blueprint ID temporarily does
weird problem. I made a new model, and my expression manager only shows mt menu when im in play mode
why is that?
expression manager? You mean gesture manager?
Do you use anything like VRCFury or Modular Avatar on this avatar
yes i use vrcfury
then that would be why, VRCFury only makes menus as a preprocess of the avatar
Will do i also did the removing Library thing that Kazin mentioned just in case that helps so its reloading right now but I shall try that as well
my menu did appear on previous models using vrcfury which is why im confused
oh weird
This avatar is probably using all vrcfury for creating menus
how would i make submenus with vrcfury?
do you want to move something?
my radial menu is full
or are you making toggles with VRCFury
use slashes in the menu path section
oh that'll just make submenus?
for example Hoodie would turn into Clothes/Hoodie to make a submenu called clothes
oh wow
this stuff is so much easier nowadays
i havent modeled since like 2021 lol
i cant believe how many creator tools there are now
VRCFury is probably the most reliable in my experience
I use it to make extremely simple toggles
Its still doing the same thing
I'm confused as to what IsMobilePlatform is in your errors
Yeah still windows
yeah, that and booth models being plug and play
I could try changing platform though and going back to windows
do you have the Android Build Support module installed in Unity?