#avatar-help

1 messages · Page 40 of 1

dry flint
#

Also Blanke you must be a Unity whisperer lol because all of this stuff is like greek to me lol

somber meadow
#

Is this avatar using constraints

dry flint
#

I don't think so?

bronze crypt
#

is there a way to organize these? menu made with vrcfury

#

like change the order in the menu

dry flint
#

I setup a new project to see if that fixes my issues and I'm importaing all the like mats and textures

quick path
#

Question, my model have no jaw bone assign in the rig config but for some reason the mouth still slightly open?

left gull
#

not sure if you've fixed this yet but you could either use a shader that supports transparency or cut out the mesh in blender with the knife tool

soft sand
#

Nvm I found how to turn on transparency in the image properties in inspector

dry flint
#

Creating a new project seems to have worked

#

So maybe it was something with like doing an add exiting project since I tried to add it from the backup that VRCC made

wraith saffron
#

Thought I'd ask here since it's a bit more appropriate. I'm trying to decimate my avatar and then bake textures however decimation messed up the UV maps. (A ton)

So using something like UV Packer just breaks everything. Is there any way I can still be lazy and use UV Packer? Also what app gives the Bake button that allows to bake the textures to new UVs?

fierce field
#

How can i get the sdk to build it for windows when running linux? (Oh hi kazin)

somber sequoia
#

Hi Stray. By default it's in Windows mode, just works for me

#

oh - you need to have the windows build support module of course.

wraith saffron
fierce field
#

Thx

somber sequoia
fierce field
#

How do i uninstall unityhub?

somber sequoia
fierce field
#

I was gonna try and build on my mum's laptop bc she uses windows

somber sequoia
#

ah, this is super low quality but yeah, no add-ons for that

wraith saffron
#

Oh

wraith saffron
somber sequoia
#

ah I can barely read it, but that's ok, I saw what I think you're showing 🙂

calm umbra
#

Can anyone help me with this? I just made an avatar, imported it to unity, and this is the error:

#

Why does unity not see the bone?

somber sequoia
#

you'd have to look in the rig setup section where it lists which bones are in which slots. Sometimes it guesses wrong.

calm umbra
#

i cant go to that page with this error

#

it boots me out

somber sequoia
#

works for me

#

that seems weird

calm umbra
#

imma bite my tongue -.-

somber sequoia
#

heh

#

not saying you're wrong, just that that seems quite weird, and it shouldn't do that

calm umbra
#

nss

somber sequoia
#

okay.

calm umbra
#

hence why i am asking here :V

#

i swear if i need to remake my project for the thousand's time, i quit

somber sequoia
#

when you go to the rig page and click "configure" what exactly happens?

calm umbra
#

it shows a blank screen, one sec, ill screen cap it

somber sequoia
#

look in all of your Inspector windows

#

it sometimes uses one you don't expect

calm umbra
#

offs

somber sequoia
#

yep

calm umbra
#

it snapped to the window when i tabbed to lighting

#

unity was like: oh yeah, you need that, right?

#

well cheers mate, thanks

next yew
#

how can i make the veil slightly transparent and have the eye pupils be more visible through it?

somber sequoia
#

if not quest, use a transparency mode in your shader and an alpha mask

next yew
#

trying to do quest compatability

somber sequoia
#

ah, then you don't really get alpha transparency

next yew
#

not rlly sorry :( new to alot of this

boreal saffron
boreal saffron
#

And the only thing i could think of is reversing the normals on the veil

#

But then you’d probably need to reverse them on the head as well which may look weird

next yew
boreal saffron
#

I’m sure there could be some work around but it may be more work than its worth

#

Like making a second set of fake eyes that are darker in color and appear over the veil, which also disappear with the veil using blendshapes, that is something I do with my models sort of

somber sequoia
dawn hornet
#

So, been trying to add an audio on a toggle to my avitar, but it just won't. It's all setup and working properly in Unity, but when I upload, it just doesn't play anything.

somber sequoia
#

quest/mobile?

dawn hornet
gloomy flint
#

you know what question about smth

#

you know how when you upload an avatar, anything thats visible on it in unity will be whats visible on the imposter

#

how do i hide an asset in unity for upload without just turning it off so it won't be visible in the imposter?

#

i ask this because some assets if you uncheck them in the inspector to make them invisible they just straight up stop functioning

somber sequoia
#

hmmm can you do this with VRCImpostorSettings?

gloomy flint
#

huh

#

whats that?

somber sequoia
#

a component you can add to your avatar

gloomy flint
#

wot

somber sequoia
#

not sure where the docs on it are though

gloomy flint
#

let me see

somber sequoia
gloomy flint
#

ill put the things i dont want visible in the Ignore part and see if they show up when i go to test the avatar in-game to see the imposter

arctic ginkgo
# gloomy flint i ask this because some assets if you uncheck them in the inspector to make them...

if they don't work after disabling them, then either the toggle for them doesn't work by disabling what you disabled, your you have what I like to call "lazy" toggles, where they use an empty state for the on or off state and rely on write defaults to reset them. If that's the case then you'll just need to either make the missing animations for them, or make a "reset" layer that has an animation with everything at it's default values. If it's the former issue, you'll need to just figure out how the specific asset is toggled off in the animation and use that instead

#

the reason I suggest this instead of using imposter settings is because this will also affect 1) how your avatar appears in your 3D thumbnail/turntable, and 2) It will affect how people see your avatar as it's loading in or if they have your animations disabled

gloomy flint
#

the thing is

#

i put a prefab on my avatar thats literally yknow just a seat

quasi briar
gloomy flint
#

i dont want it on the turntable viewer or the imposter i'm fine if its not visible unless i'm actively using it lmaooo-

quasi briar
#

if you want to organize them better then just make your own menus

gloomy flint
#

if it were for clothes or something like that i would be more pressed to actually do work but for a prefab that only works if its visible in the inspector i dont really care if i take the lazy route yknow?

rough orchid
#

the first and second pic is with no fbt and im crouching and going up in ovr the last 2 are with fbt and in lock head mode
I don't know what happend or how to fix it

wraith saffron
#

How can I bake from one Atlas to another Atlas?

I have a really large texture atlas and would like to condense it down by moving some islands around as well as shrinking others. I would like to effectively project one atlas onto the other. How would I do this?

somber sequoia
#

exactly as you said, make a new UV map and bake the textures into it

wraith saffron
#

I'm pressing "Bake" but it says "No Valid Objects Selected" I have the avatar selected.

gentle goblet
#

OwO um I have a question, how do I put the blush texture on the starlight face, idk where it slots in for the emote to work

somber sequoia
wraith saffron
#

yes

somber sequoia
#

I use SimpleBake for this, it's really easy, but possibly you don't have a target image selected in the selected material on that mesh object

hard turtle
#

any ideas on how to make him not have the 1000 yard stare?

spark walrus
#

Add eye tracking

boreal saffron
#

If you can edit the model, maybe try making the pupils a bit bigger

somber sequoia
#

or the eyes a bit more squinty, might be a blendshape for that

boreal saffron
#

Oh yeah that could also help

valid timber
#

hi! i have an outfit for an avatar, but both the hair and the clothing are in one asset together for unity. any idea how to seperate them?

boreal saffron
#

There may be a way to separate them just in Unity, but I think it’d be easiest to just edit it in Blender or some other 3D program

valid timber
#

how would i do that?

boreal saffron
#

Just import the fbx into blender, and select it as an object

#

Then, go into edit mode, which allows you to select individual polygons

#

Just drag your mouse over the hair or clothes to select all of it, and then you can separate it into separate meshes

valid timber
#

thank you so so much!!!!

somber sequoia
gentle goblet
#

Ack >~>

boreal saffron
boreal saffron
#

I actually have a problem I’ve been trying to fix, can anyone help me out with disabling tracking on certain parts when walking animations play? It’s worded better in this post

arctic ginkgo
#

tracking control state behavior

boreal saffron
#

Would that be on the “standing” state specifically? Since that has all the movement animations?

boreal saffron
#

Yeah all the things I’ve looked into point to animator tracking control, I just don’t know where exactly to put it

arctic ginkgo
#

just make the logic transition whenever you need it to

#

a simple toggle with dummy animations will do

arctic ginkgo
#

read at the top of the page for documentation on state behaviors in general, and the header it jumps to in the link should be just about tracking control specifically

boreal saffron
#

Yeah I looked through it, I think that’s exactly what i need, I just don’t know exactly how to set it up

#

I worry if using it on just the “standing” would mean even standing there, it disables tracking

arctic ginkgo
#

then like i said you can set up your own toggle with dummy animations

#

just use velocity X and Z parameters

#

if VelocityX > 0 then transition to the "animation" tracking control
if VelocityZ > 0 then transition to the "animation" tracking control

if VelocityX < 0.01 AND VelocityZ < 0.01 then transition to "tracking" tracking control

boreal saffron
#

Oh okay, anywhere I can find some more info on this?

arctic ginkgo
#

just use a dummy animation for both states, have them both set everything to "no change" then on the "animation" on set hands to use animation and on the other set it to tracking

boreal saffron
#

Okay, I’ll try that out, thank you!

arctic ginkgo
idle jetty
#

Need help when I put props on my Avatar and then use gestures manager it show the props it the air and i use vrcfury

boreal saffron
#

Does the documentation have info on the other things like setting up a logic transition for that or the utilizing the velocity parameters?

arctic ginkgo
#

you can look up tutorials on how to use animation controllers, how to make toggles for avatars, or look at the unity animation controller documentation, although the unity documentation isn't always great

boreal saffron
#

Oh okay thank you for your help! I’m gonna try and get this working, but would it be okay if I @ you here to ask a few more questions if I can’t?

arctic ginkgo
#

sure

boreal saffron
#

Thanks!

rustic hare
#

One message removed from a suspended account.

clear ermine
#

how the hell do i give my chibi avi in blender that im making a skin tone? ppl said to give it a texture but all the textures i can find online are ones for e girls or furry avis, i tried some chibi avi textures too which were hard to find btw but they didnt work for some reason. can someone pls teach me how to do this becuz im so stuck

boreal saffron
#

Do you already have a texture for the rest of the avatar besides the skin tone?

candid girder
#

So on the rex, how do I disable the breathing without a toggle for it?

scarlet ocean
#

where is the SDK thingie in unity i see in the video

spark walrus
#

It's at the top

#

file....edit...assets etc

#

click those it's in one of them

#

Maybe windoe

#

One of those tabs

scarlet ocean
#

i dont see anything about SDK in any of them

spark walrus
#

One sec

proper depot
#

Silly question, but do I have to keep these on my parameter??

#

just wanna make sure I cant open more space

scarlet ocean
#

iv got no freaking idea how to import this correctly

spark walrus
#

did you get the sdk to show up at least

scarlet ocean
#

yeah

spark walrus
#

in the avi there should be upload instructions

boreal saffron
timber wharf
#

@proper depot nah, thats examplary stuff

scarlet ocean
spark walrus
#

What am I looking at

scarlet ocean
#

no idea

spark walrus
#

Same

scarlet ocean
#

this is what i got in the model when i bought it

spark walrus
#

No text file with instructions?

scarlet ocean
#

there might be instructions on the website but their in chinese or japanese

spark walrus
#

rip

#

can u link me

scarlet ocean
#

google is translating 1 word and skipping another

worn kiln
#

also they seems to be originally from China or Taiwan.

scarlet ocean
#

whats that?

worn kiln
#

which works better most of case

#

much much better and clean

scarlet ocean
#

right

#

well can someone hop in a call with me and help me import this to vrchat..

spark walrus
#

I know a guy who knows a guy maybe he can help lemme ask him ok

swift cipher
#

SO I have been having issues uploading. Getting "Avatar validation failed" Have cleared the ID, logged in and out of the sdk, closed and re-opened the project, and tried uploading as a new avi.

Would appreciate some suggestions.

arctic ginkgo
boreal saffron
#

Oh okay sorry I misunderstood what a dummy animation was, since I am using a prefab that has some things listed as "dummy" animations

gentle goblet
#

Does anyone know what these red circles are for and why the bottom ones are so far away >~>

boreal saffron
scarlet ocean
#

can someone show me over screen share how to import this

untold sky
#

Can someone help me with the basic on how to import models

arctic ginkgo
lusty jay
#

Hi. So my friend just won a vrchat avatar, and in the terms of the avatar it says reskinning is allowed, as well as public clonable versions (provided proper crediting)

He has asked me to recolor the avatar and upload as the public one, because he has no clue how to.

I know more or less how to but would I be able to have someone check over it before I upload to make sure it’s properly credited?

boreal saffron
arctic ginkgo
boreal saffron
#

I thought you had to use that default blendtree for locomotion to work, do you not?

arctic ginkgo
#

it just changes whether or not you tracking is active for a given body part

boreal saffron
#

So are you sort of saying I can create a toggle that leads to a new thing, where it can play an animation on my model depending on the velocity?

arctic ginkgo
boreal saffron
#

So I add a brand new state that has the animation tracking control according to velocity, should I just add that to a new layer?

#

Sort of like this? And in here I add a state where it will activate or deactivate the animator tracking controller based on velocity?

lusty jay
#

Has anyone worked with the Vulparii avatar before?
I’m gonna be diving into coloring it pretty soon and I’m very very nervous about doing it all right.

Could I have some help with that when the time comes?

ornate stump
lusty jay
#

But I have to like, repackage the avatar and upload it right?
(I can’t get substance painter)

ornate stump
lusty jay
#

Right. I need help with the whole process my bad, it’s been a while and I’m very rusty.

scarlet ocean
#

help why is it t posing

light charm
limber lily
#

any idea why the shader is acting so differently in unity and not in game? trying to get that look thats in unity in game and no matter what settings I use I cant get it to look the same (sorry i meant specifically the throat, there is a transparent mesh on top covering the throat) Shader is poiyomi

ornate stump
limber lily
quick path
#

Anyone know why the character mouth is slightly open despite not having jaw bone assign nor having blendshape value higher than 0?

scarlet ocean
ornate stump
scarlet ocean
ornate stump
limber lily
scarlet ocean
ornate stump
# scarlet ocean

You shouldn't be able to upload this avatar because of the error.

ornate stump
scarlet ocean
#

idk whats happening because in blender its working fine

limber lily
ornate stump
ornate stump
scarlet ocean
#

do i need this?

ornate stump
scarlet ocean
#

well itsu ploading again with all the errors

ornate stump
scarlet ocean
#

its working yay

unreal pasture
#

whenever i jump my animation resets what is happening

unreal pasture
scarlet ocean
unreal pasture
#

that helps

scarlet ocean
#

idk where its from lol

#

booth

#

i think

unreal pasture
#

you bought it but font know where

#

what is the name of it maybe that will be the help ui require

knotty canopy
#

im trying to publish my avatar to quest/android but it shows a bunch of errors each time

#

any ideas how to fix it?

balmy barn
#

update / delete gesture manager

quick path
#

Anyone know why the character mouth is slightly open despite not having jaw bone assign nor having blendshape value higher than 0?

void crown
#

does anyone know how to make yourself see all black/blind on your avatar but no one else is? it's for an avatar im working on

ornate stump
void crown
ornate stump
void crown
ornate stump
void crown
sweet crypt
#

how do i get my valdations to show

ornate stump
void crown
sweet crypt
sweet crypt
#

whats this mean

ornate stump
sweet crypt
#

how do i fix it bc i dont want to restart the whle prodject

sweet crypt
#

my menu is super fucked and keeps repeating this shit.

ornate stump
buoyant mango
#

hey guys im creating my first avatar and while on unity all my build specs are red or yelow and idk how to fix them any ideas?

sweet crypt
ornate stump
buoyant mango
ornate stump
buoyant mango
#

hope this helps

ornate stump
balmy barn
sweet crypt
buoyant mango
ornate stump
balmy barn
#

none of those errors are a issue , other then 'eh' stats , rotation one can cause issue - collision is high cause auto colliders (thanks vrm converter)

buoyant mango
#

I'm sorry I've never used this before i have no clue what I'm doing or where to look

ornate stump
sweet crypt
cold palm
#

hello does anyone know what is happening here i click build & publish but nothing pops up to my screen

somber sequoia
ornate stump
cold palm
#

this is what im getting on console

balmy barn
#

scroll up ratl can see you have more errors

somber sequoia
balmy barn
#

they are in prefab view

somber sequoia
#

ah yeah that'll be an issue.

sweet crypt
balmy barn
#

vrcfury ect adds stuff

cold palm
ornate stump
somber sequoia
# cold palm wdym by that?

the console window contains errors - it seems like there are more above what you posted. The first few errors are usually the relevant ones, later ones are often results of the first. So when you paste errors for us to look at, always pick the first few.
But your problem is likely what Thulen said.

sweet crypt
left wharf
#

(sry wrong mention)

ornate stump
left wharf
sweet crypt
#

Okay:/ that sucks but okay. Will that fix the chest slider to?

ornate stump
ornate stump
# sweet crypt Wym?

The base shinano shouldn't have those item included in its base package. That means you'd have to add those items yourself.

sweet crypt
buoyant mango
#

im going to start fresh because this is very overwhelming lol opening new unity tab

ornate stump
sweet crypt
#

i think we both are missunderstanding each other. atp i might just re do the avi

#

bc the only thing i added was outfits, some hair and some free stuff i got off gumroad

ornate stump
sweet crypt
#

im not ;-; thts why im confused

#

bc i did it with my other shinano and had no issues

ornate stump
cold palm
sweet crypt
#

its the same outfits i made on the last shinano i was testing a diff method of adding clothes. i was testing with modular avatar

#

wait i think i know the issue 0-0 i watched the video wrong ugh

left wharf
sweet crypt
#

apparently u really do have to duplicta the avi or it messes stuff up ugh

somber sequoia
#

You don't need to duplicate if you're careful to reset after doing an animation. It's good practice for a newbie though.

sweet crypt
#

The video says dup it for outfit set up. Thats the only thing i didnt do. Bc i dupped it on my test avi and its working normally.

buoyant mango
#

would changing any of this help my issue?

sweet crypt
#

Imma do that

formal imp
#

repost

Can someone help me figure out why its doing this in unity? setting the armature to humanoid doesn't help

cold palm
left wharf
# cold palm

Those are just my guessing. read the avatar's store page carefully and find the exact dependency.

honest valve
#

Question, I have two sounds on my avatar. and I want to randomly have them selected whenever the trigger is activated. how do I do that.

somber sequoia
honest valve
#

oooo ty ❤️

long sierra
#

I have an animation toggle that doesn't turn off after the animation ends., it's for an expression
EDIT: Figured it out, the "Restore tracking" transition on GGL was muted

feral root
#

i get these same errors with any avatar i try to upload... i have not changed any of the projects at all, and i've uploaded these SAME projects dozens of times. (I am an avatar creator and do uploads for people that buy my avatars if requested)

#

I have tried all the "common" methods to fix..

icy merlin
#

Curiously has anyone ever done removable, grabbable, body parts in VRC? Or seen others do it? I have a prosthetic arm on an avatar and think it’d be cool to be able to grab it take it off

icy merlin
somber sequoia
#

shouldn't be that hard - rig it to a separate set of bones and use rotation constraints to make the normal movement work, disable them when it's grabbed. use a parent constraint to stick it to the arm or hand grabbing it

icy merlin
somber sequoia
#

no

balmy barn
#

would be faking the invisible arm - constraint to another mesh you can drop around / attach (might be bored enough to just make one right now)

icy merlin
#

Yeah thinking I may have to do that- I already had to add a fake hand to swap it for a unique animation

somber sequoia
#

yeah I'd just use one mesh and constraints

balmy barn
#

pc shaders you can cheat and just uv shift the entire arm away for test purpose

icy merlin
#

Possibly- but I’m also playing with avoiding shaders just since I want to later use for stuff that can’t use VRC shaders

weary yew
#

Does anyone know where I can get a Dissolving Shader that's compatible with Quest? Mine is amazing but it doesn't work on Quest. any ideas?

somber sequoia
weary yew
#

isn't there something similar tho?

icy merlin
somber sequoia
icy merlin
weary yew
somber sequoia
#

I'm not sure how you'd do that other than something via blendshape

tranquil dome
#

I need some help with my avatar.
Im trying to add a sound byte mp3 to a thumbs up triggered particle toggle.
Can anyone help?

#

This is the asset, I can provide more screenshots if needed.

somber sequoia
#

where exactly are you stuck?

tranquil dome
somber sequoia
#

yes

tranquil dome
#

I want to cram a mp3 into this so it plays (only when this thumbs up emote is toggle on)

#

how do

somber sequoia
#

add an AudioSource to the avatar

tranquil dome
#

Would I just add it as a component to this?

somber sequoia
#

you can setup your animation to trigger it in whatever way you want.

#

looks like you've got an audio source there, you can put that on a game object and toggle it on if you prefer to work that way. I prefer to use VRC Animator Play Audio on an animation state in most cases, which a generic AudioSource with no clip added to it.

rough jewel
#

chat how do i animate the hands while dealing with the bike pose

somber sequoia
#

you have to use the properties in the animator - in your clip, click "add property" and under "Animator", select one of the properties that's the hand movement you want to animate

rough jewel
#

oh i already tried doing that but it's "locked"

somber sequoia
#

locked?

#

that looks like you're trying to rotate the bone directly, it's not the thing I'm referring to

rough jewel
#

that's exactly what i wanna do tho

somber sequoia
#

you can't if it's a humanoid bone

rough jewel
#

so

#

what do i do

somber sequoia
#

I just said

rough jewel
#

so like

#

you just cant

#

make new hand gestures

somber sequoia
#

you just can't animate humanoid bone transforms directly but you can animate the hand via the animator properties I described

rough jewel
#

so it's not the screenshot i just sent

somber sequoia
#

no

rough jewel
#

too tired to process this, can you show me where

somber sequoia
#

do what I just said?

rough jewel
#

oh wait i see now

somber sequoia
#

cool

rough jewel
#

sorry i sounded dumb lol

#

im just really sleepy

somber sequoia
#

no worries, it's not quite obvious unless you actually look 🙂

rough jewel
tranquil dome
somber sequoia
#

alright.

sleek zealot
#

Is there a better way to make avatar props that others can grab than using a physbone with large stretch?

#

Or at least make it so the prop in question doesn't always point to the bone origin

rough jewel
# rough jewel yay

the hands do not do anything when i try to use gesture manager to set VRCEmote
i already tried to set up the animator, idk what i'm missing bro (the animation tree is unfinished)

somber sequoia
#

which animator is this, Gesture?

rough jewel
#

yes

icy merlin
# feral root also tried that 😭

this may suck, but if youre using the VRCCC- you may want to completely reinstall it. Or give everything a day and maybe its just being rude for the day- ive had it before where one day nothing would work and the next its fine. Technology is... something

feral root
icy merlin
rough jewel
somber sequoia
#

got a mask on the layer?

rough jewel
#

yes

somber sequoia
#

just looking at one of mine, it's got a mask but no animator tracking control

rough jewel
somber sequoia
#

looks reasonable

rough jewel
#

yeah so

#

what am i missing now

balmy barn
#

duplicate vrc_AvatarV3HandsLayer or vrc_AvatarV3HandsLayer2 (tiny difference in idle hand) in packages/vrchat folder (controllers) , use that as your gesture template , replace animation for gesture you want - no need for a tracking control for finger gestures

rough jewel
#

genuinely gonna crash out

timber wharf
#

also afaik dont store your stuff in packages, duplicate it into your assets.

rough jewel
timber wharf
#

why theres multiple layers for left hand, why it has Anystate+allow self (never should be used)+why youre showing left hand in the video and set gestures for right🫠

rough jewel
#

wait does the layer have to be the exact same name

#

case sensitive

timber wharf
#

no

somber sequoia
#

name doesn't matter

rough jewel
#

then

#

wtf

timber wharf
#

its just logic, if youre trying to control actual fingers you kinda want it to be one layer doing so

rough jewel
#

as for the duplicate layer idk why it's there, vrcfury put it there

timber wharf
#

i have not read og post tbf, no idea what are you doing

rough jewel
#

trying to get hand gestures to work

#

cuz they don't do anything for some reason i don't know of

timber wharf
#

well why you dint edit og left hand layer

#

instead of adding one more

#

theres like 8 states only, you just swap animations if theyre custom

rough jewel
#

but still. this makes absolutely no sense, i made sure my parameters are the same name

timber wharf
#

well to begin with your layer is above other left hand layer

#

and lower layer takes priority

rough jewel
#

this is what i actually have

#

the one in the video was vrcfury's thing

timber wharf
#

so my guess if vrcf not happy with your manual edits

#

but no idea how to override those, not vrcf expert

rough jewel
#

¯_(ツ)_/¯

#

does it matter if i had "can transition to self" on

timber wharf
#

well no but you want those to be disabled always

rough jewel
#

even disabling that didn't do jackshit :dying:

left gull
#

if you're messing with vrcfury stuff then you might have a better time getting help in the VRCFury discord

#

ive noticed that the majority of people in here do stuff manually rather then through vrcfury's stuff

rough jewel
#

im not trying to but i have a feeling vrcfury is messing everything over for me lol

balmy barn
#

your unity isnt the recommended one and i have no idea if vrcfury would hate that or not

rough jewel
#

im gonna restart unity and see if that does something

#

else i have no other solution

#

pretty sure i did everything right

#

ah no, that didn't help

#

i give up

arctic ginkgo
rough jewel
#

and besides, i already gave up

pine aurora
#

any idea how to make a avi go from the tpose to a pose in unity cuz the clothing is sorta made for a avatar in the a pose

arctic ginkgo
#

I've used blender to animate humanoid bones plenty because it's easier than using unity and manually editing the values

rough jewel
#

because earlier kazin said that you can't directly animate the bones

arctic ginkgo
#

UMotion is supposed to fix that so you can animate in unity but I've never tried it personally

arctic ginkgo
somber sequoia
#

huh, I haven't looked at this either

arctic ginkgo
#

that is how i animate things like dances, poses, afk animations, etc

#

because it's way easier than animating with unity

somber sequoia
#

I've done really basic stuff in Unity but anything complicated in Blender.

arctic ginkgo
# rough jewel because earlier kazin said that you can't directly animate the bones

what kazin was saying btw is that you can't animate the transforms to animate the bones. The humanoid bones are animated with a different system that simulates muscles and bones, and the transforms are assigned to those bones. So trying to animate the bones as transforms doesn't work, you have to animate them as a humanoid bone. For some reason though unity doesn't let you do this through the "record" button, you have to manually add and edit the values for them

#

UMotion is a tool for unity that lets you animate humanoid bones easier, and animating in blender will export them to the correct format (humanoid rather than transform)

somber sequoia
#

pretty sure you can't record because there's nothing to record, those properties are only in the animator, they're not accessible on the avatar directly

arctic ginkgo
#

yeah it makes sense why you can't given the way the animation system is set up, but it doesn't make sense to me why the system is set up that way in the first place

somber sequoia
#

yeah

arctic ginkgo
#

like there should be an option to animate humanoid bones in a similar fashion

#

idk why that doesn't exist

burnt plank
#

hii so i bought an outfit but its texures are not showing can anyone help me out am new in this

somber sequoia
#

did you forget to install a required shader package?

left gull
winter edge
#

What could cause an object to he visible in my hand but to no one else?

timber wharf
#

you forgor synced in vrc params

rough jewel
#

so i tried to add the right hand gesture lol

#

to no surprise, that one doesn't work either

#

wait bruh

#

it's the issue with the fuckign animation clips

somber sequoia
#

the part where you're trying to animate bone rotations?

rough jewel
#

yes

#

the animations actually don't play for whatever reason

#

even tho in preview mode it shows the hand

somber sequoia
#

ah, those aren't bone rotations, okay.

rough jewel
#

even doing the default vrc emotes, the fingers don't rotate

#

:despair:

#

oh nvm they do

somber sequoia
#

watch the animation layer while you're activating that, it'll be more informative than watching the scene view.

rough jewel
#

okay

burnt plank
rough jewel
#

i'll get a recording

somber sequoia
left gull
#

id check the console aswell to see if you're getting errors about it

rough jewel
somber sequoia
#

what's weird about that?

rough jewel
#

the animations show that they "play"

#

sjkhdsjkhfkjs

#

then why don't they actually show up

#

hm

somber sequoia
#

you still have a lower layer named left hand, does that override the upper one?

rough jewel
#

that's from dynamic gesture

somber sequoia
#

which is what?

rough jewel
#

some thing that suppposedly overrides the rock&roll gesture

#

it's this thing

somber sequoia
#

it probably overrides all of them, if it uses the same parameters

#

try disabling it and see if that fixes things

rough jewel
#

disabling it fixes it

#

what the hell

somber sequoia
#

as was said, lower layers override upper ones

rough jewel
#

so it is a problem with the layers being overridden

#

how do i get around this

somber sequoia
#

combine those things into one layer

#

fewer layers is better anyway

rough jewel
#

vrcfury just

#

overrides my layers

somber sequoia
#

yeah this is one reason I don't use it

rough jewel
#

OH WOW

#

it finally works.

#

goodbye vrcfury

#

holy jesus that took me last night and until now to fix this

hollow oyster
#

anyone know why my avatar audio is so quiet like you can hear it but when people are speeking you can barely hear it like i dont want to bomb the whole map but i just want the people around me to hear it

spark walrus
#

So this is blender, just asking if anyone knows how to do this same thing in unity 😔

somber meadow
#

PC has access to custom shaders (also support transparency), the most popular shader you could use is Poiyomi for this

spark walrus
next yew
#

i dont know how to get colors to appear in unity, i clicked extract textures and materials but they still wont show

fringe lava
somber sequoia
fringe lava
somber sequoia
#

I don't know of any beyond general modeling tutorials

#

I'm sure there are lots. Study how clothing is made, where seams are, how fabric falls, etc.

placid mica
#

How can I add physbones to this tail? It has no root, no armature, no nothin. It's just the FBX and nothing else

boreal saffron
#

You’re gonna need to add bones to it if you want physbones i’m afraid

winter edge
#

I'm making a prop grip animation FX controller.

Is there an easy way to prevent my finger gestures from fighting with the prop grip animation without pasting the same parameters across all my hand layers?

long garnet
#

Not shure if this is the right chat to ask because my question is kinda specific but if I animated a 3d model and put it into my vr chat world how can I make the model allways look at the player's head bone during the animation?

boreal saffron
placid mica
#

ah jeez

#

I aint ever even opened blender

boreal saffron
#

Dw there are lots of youtube tutorials on adding physbones! It shouldn’t be too in depth

#

I don’t think you need like, a ton of blender knowledge if ur just adding a few bones

#

Well actually you may need to do some research on weight painting too

balmy barn
#

not sure if they ever updated this (can still be used) but this is a thing youd never want to look at when you first start

somber sequoia
#

VRC Animator Tracking Control - take over animation of the hand

somber sequoia
somber sequoia
long garnet
fringe lava
somber sequoia
#

well there's a clue at least

balmy barn
#

world stuff would be udon and have it look at player headbone near them when in radius something, i have no idea how to do anything with that , last time i tried to learn stuff i found it to be tedius instead of just using drop down boxes in cyantrigger vrcRat only worlds i got now are passthrough test for quest3 / mmd dance stuff / random test boxes

#

really wierd to see avatars appear in your real life room using a greenscreen in vrchat

next yew
balmy barn
#

hitting space and searching also one way to find the shortcut, depending if you are in edit/posemode/whatever

winter edge
somber sequoia
#

I'm not really sure what it is you're doing here, or where the tracking control is added

#

is this some alternate set of gestures?

balmy barn
#

lazy way , detect gesture(s) - do tracking control on the lowest layer instead of setting it up on several states

somber sequoia
#

yeah

#

I like the lazy way 🙂

balmy barn
#

I kept forgetting to reset sometime if i have to use exit

winter edge
somber sequoia
#

lower layers take precedence over higher

#

states are the grey boxes within an animation layer

winter edge
#

So if I have a VRC animator tracking control on the lower layer (Flashlight Grip L)

It should override Left hand's VRC animator tracking control?

somber sequoia
#

you probably don't need the tracking control at all, I misunderstood what you were doing before

winter edge
balmy barn
#

I just do this , grabbedR (sword active) it would make that hand a fist, why everything else on the gesture right hand need another parameter grabbedR = false . many ways of doing the same things

#

same parameter on fx will activate objectsratl

#

no mask or tracking control needed

#

its already on gesture controller

somber sequoia
winter edge
winter edge
somber sequoia
#

ok good 🙂

winter edge
turbid sable
#

how do i fix this
ive tried:
clearing cache
deleting temp files,
reinstalling
changing password
logging out and back in
changing wifi (unsure)
restarting pc
changing versions
other thumbnails

somber sequoia
#

Please always paste the first few errors in the console

#

often one error you think is the problem is a side-effect from a previous one.

turbid sable
#

ill send a picture

#

give me a moment

#

i got this error now, cant even build avatar

#

these two aswell when reloading the sdk

turbid sable
somber sequoia
#

nothing before those? Annoying, that's not helpful

turbid sable
somber sequoia
#

you'll probably have to just re-make the materials

next yew
#

oh okay, most look like these

turbid sable
somber sequoia
#

I'm not a Windows user, but I don't think that's relevant

somber sequoia
# next yew oh okay, most look like these

oh - yeah procedural materials in Blender won't translate to Unity, you'll have to start from scratch in Unity.
That second one though seems simple, drag base texture into correct slot in material

next yew
#

good to know, ty for help

somber sequoia
#

the first one seems quite simple enough, just set the base texture to a black color.

echo bramble
#

hey, im using Fake FBT on virtual desktop and I also use Tthe play spacer mover but when I calibrate when using play space mover, the avatar joints visuals are affected from the playspacer mover so I cant really calibrate when floating, is that normal or is there a way to fix that?

untold sky
#

I tried to export my model and it said this

#

Python: Tracekack (most recent call last):
Fike "Citsers10000VAggOata/RcarvingwBtendder FoundationBlerwks13.6Iscriptslacddonskcats-blender-plugin-0-19-01toolstimporter.py", line 8A0, in execute orgens cata, impater.display.er"INVORE DEFAULT)
Fite "C:/sers10000/0own/sadsladerader. 3.6.0-windows-ww641klender-3.6.0-windows-x6413.6/scripts/modulestbp/ops.py". line 111. in call
ret - ove call(self idname rott. C dict, kw, Gewec, C unc) RuntimeError: Error: Python: Tracehack (mast recent cait lastk
File "C.W/sers100004ppOata/Rowwving/Blender Foundation|Blanden.3.Gtscriptsladdonstcats-berder@lugin-0~19-0Itoolslimporter.py", line 966, in inwoke retum content.window_manaper.inwoke,props dialog/self, width-dpi
wlue * 8.2)
TypeError: Windkow/Manager.irwoke_props dialogf): erner with keyword argument "width" • Function width expected an int type, not flont Location: C.VUsers100001Down/oadsiblenden.3.6.0-windows-x691berwder.3.6.0-windows-v64L3.Glscripts/modulestbpvlops.py:111

gentle goblet
#

OwO um how would I replace a default tongue with a new one I bought in unity?

languid bear
#

I have a vrchat avatar where I have a clothing set with shirt and everything. I want to change the size of ONLY the shoes, but when I try to change the scale of the shoes, they stay the same size. How can I make it so I can scale only the shoes and dont need to scale the whole clothing set?

gentle goblet
#

OwO what has happened in my blender

#

I am so confused >~>

boreal saffron
gentle goblet
#

I just don't get what happened, like last time I was here everything was fine >~>

boreal saffron
#

I know lol, it feels like stuff like this happens randomly

#

But all you gotta do is go into edit mode and select everything

#

Press alt and N, and then click “recalculate outside” and see if that fixes it

gentle goblet
#

How do I get to edit mode again >~>

raven orbit
# gentle goblet

depending on the version of blender, this effect may be caused by the material having the blend mode to alpha blend

raven orbit
gentle goblet
#

Okay well I did that with everything selected, pressed alt n, selected recalculate outside and nothing happened

gentle goblet
# raven orbit .

I haven't been in blender for awhile so I forget how to do this too >~>

#

Ooooh

#

I found it

#

Is there a reason id want my blend mode to be on Alpha blend?

raven orbit
#

no you want it to NOT be alpha blend

#

alpha blend allows transparency, but in eevee, it has the side effect seen above

#

alpha hashed or alpha clip would work better especially since blender the only reason you need to see the materials is for previewing purposes

gentle goblet
#

Does the blend mode affect when I export to unity?

#

Also that didn't fix the face >~>

raven orbit
#

no

#

yeah the face probably has a different material

#

and if a material has no transparency, set it to opaque

gentle goblet
#

Ah so my bodysuit which is transparent should be Alpha blend

raven orbit
#

depends, if you can set it to alpha blend without it being glitched then do it, otherwise i would use alpha hashed

gentle goblet
#

Omg idk what is going on with my blender rn and its hurting my brain

#

Do I need to turn Alpha something on again to see through my body for the bone?

raven orbit
#

that wouldn't be related to material settings, you may need to set the armature to x-ray or 'in front'

gentle goblet
#

OwO Okay I think I've got that dealt with..now...how do I add a different tongue in blender >~>

elder ginkgo
#

So I've been trying to add piercings to avi but after exporting the fbx and swapping the body mesh it explodes :( , I have blendshape normals set to import I haven't touched any bones

somber sequoia
#

(set "apply scalings" to FBX All unless you know it should be otherwise, and uncheck the leaf bones option under Armature)

somber sequoia
elder ginkgo
#

no it's not unpacked so it should still link to the body, and those are both set already

somber sequoia
#

ah good.

elder ginkgo
#

I tried using cats and non using cats but seems to explode no matter what I use

somber sequoia
#

probably if you redo the rig setup it'll come out fine - set it to generic and apply, then back to humanoid

#

I should say "possibly" not "probably" 🙂

elder ginkgo
#

sadly that didnt work :(

somber sequoia
#

huh

#

drag a new model into the scene, use pumkin's to copy stuff over

#

unless that shows up as weird too?

elder ginkgo
#

kk ill try!

gloomy flint
#

how do i make an audio source local?

somber sequoia
#

you could only enable it for the local user

gloomy flint
#

where?

somber sequoia
#

you'd need to make an animation that works when IsLocal is true

gloomy flint
#

:(

elder ginkgo
#

(replied to wrong msg)

somber sequoia
#

oh good - sometimes it's one weird hidden thing you missed in exporting

#

check your physbone collider sizes to make sure they're not too big or too small

queen nimbus
#

how can i change that preview ? its realy buggy ):

somber sequoia
#

it should be how your avatar looks by default

#

that's weird though

valid canopy
#

I uploaded one the other day and it does that. dunno why.

queen nimbus
somber sequoia
#

does it have some sort of spawn animation?

next yew
#

no matter what i do the textures still wont appear, i removed emissions from all of them

somber sequoia
#

not sure why you're working in Blender there

#

put the textures into materials in Unity, put those materials into the slots on the mesh objects on the avatar

next yew
#

worked thank you

swift cipher
#

If I could get some assistance it would be greatly appreciated. Getting stuck with the Avatar Validation Failed error.

#

I have tried clearing the blueprint, logging in and out, removing and re-adding the sdk

#

I am running out of ideas

somber sequoia
queen nimbus
glass condor
#

Quick question, I have an avatar that I ported from MMD and converted to fbx in Blender, before porting to Unity.

I've noticed that the face expression in Unity is different from the displayed face in vrchat.

My character's face is neutral in unity, but in VR chat, his mouth is permanently open. Is this an issue with blendshapes or visemes or...?

somber sequoia
#

unmap the jaw bone in the rigging setup

cunning grove
#

So, I followed a couple tutorials and did everything how i was supposed to, I put my avatar in unity and it shows up in playmode just fine, but when i open gesture manager it disappears?

restive merlin
#

Dose anyone know how to fix this?

ornate stump
restive merlin
#

Im kinda stupid idk what that means like i get it says it but for some reason it dose not make sense to me sorry

gusty basalt
#

i want to know how to do a toggle. for example, enable or disable a sword

#

i have seen guides.. but i'm confused

fleet aurora
#

I have an avatar that always gives these two errors when uploading no matter what I do, anyone know how to fix this?? Been trying to get this fixed for a few days now

somber meadow
primal thistle
#

Any advice for hiding clothes with blendshapes? I shrunk my jacket down to a single point inside the chest with a blendshape to hide it, but when the arms bend certain ways the jacket stretches outside the body

timber wharf
#

@primal thistle shrink it inside respective bones ie spaghetti man, not to a single point. shrink operation should be enough most cases.

primal thistle
#

ahh okay that makes sense, will give that a try! thanks

#

shrink as in the shrink/fatten tool?

timber wharf
#

ye

primal thistle
#

gotcha :D

solemn hound
fleet aurora
#

Anyone know how to fix these errors?

molten pulsar
#

does anyone know how i can find self inserting polygons in blender, i tried to check in mesh analysis but i can only see intersect

boreal saffron
# clear ermine no, no i dont

In that case my suggestions would be to take one of those already made texture and then use editing software to change the hue of the skin, or make your own textures if you have ur UV maps, but that would be a lot harder unless you just do a simple cel shaded look with solid colors

ornate stump
molten pulsar
trim tiger
gusty olive
#

uh does anyone know how to like remove the hair of a avatar to diffrent style one on it?

trim tiger
gloomy flint
#

best idea would to take a pic of the entire physbone set up in the inspecter and post here

trim tiger
gloomy flint
#

can you send a pic of the physbones in the inspecter

trim tiger
#

oh in the inspector

#

hold on shit my bad

#

as you can see no colliders

#

yes collision

gloomy flint
#

does it still jitter if you turn gravity to 0?

trim tiger
#

yes

gloomy flint
#

🤨 bro are you sure they arent haunted

trim tiger
#

no

gloomy flint
#

have you tried setting multi child type to ignore, and is there a root shared by both or are they direct children of the Chest?

trim tiger
#

they have their own roots

gloomy flint
#

(ignore the colliders on this since you don't need them) this is a pretty good physbone set up

#

ig the main thing throwing me off would be the Max Angle's Curve and the child type, personally

trim tiger
gloomy flint
#

fair, but arguably you could simplify all of this with just less bones ig? how many children are there for just one? everytime i see an avatar with more than like 2, 3 max on each they usually turn into unnatural messes that resemble worms strapped to the chest lmao-

#

the setup i default to is usually 2 bones with child type set to ignore, and it usually works pretty well with gravity

#

with polar limits instead of hinge limits so it gives them more room for error when it comes to movement-

#

literally the only way i can see something jittering like that would be due to colliders but theyre set to only collide with contact points like hands and you dont have hands in your chest obviously-

Or maybe one of the settings is tweaked so they're uber sensitive to the head movement or something?

#

but your settings are even lower than the ones i use and mine are anything but 😭 dawg wth

trim tiger
#

the rest are bonemerged clothing

burnt mural
gloomy flint
#

post console with errors

burnt mural
junior void
#

See if theres an update to modular avatar available

burnt mural
#

Every thing is up to date

#

I worked when I down graded my unity to 2022.3.6f1

#

But then I closed the project and opened it again and it gave me that again

junior void
#

You should be using 2022.3.22f1 and update everything to the latest versions

burnt mural
#

Yea I am now

#

Still not working

junior void
#

Show your cc packages?

burnt mural
junior void
#

Fair. Sometimes, developers make mistakes. Did you try downgrading modular avatar?

burnt mural
#

No let me try

#

Nope

junior void
#

Then i can only suggest two things: Remove modular avatar from your project to prove undoubtfully it is that. However, that will break its scripts. Even on re-import, they likely wont fix themselves. So youd have to re-add all your modular avatar items, but it would also grant a fresh installation, which there may be an issue of residue files that causes problems. Consider doing that on a duplicate project in case it is not modular avatar, though im fairly certain as the errors mention it

burnt mural
#

Why do you think it’s modular avatar

#

It broke befor I add the modular Avatar

gloomy flint
#

🤔

junior void
gloomy flint
#

did you put all the dependencies in? you have a metric tonne of assets in the project for so few dependencies ngl

jolly harness
#

does anyone have any idea why this avatar is off the ground like this? its driving me crazy but i have no idea why its doing this everyhing is constrained to this one point

gloomy flint
#

if you turn into it is it floating off the ground

#

because thats just the bounding box for unity and simply shows how big its bounds are

jolly harness
#

the eyeball is embedded in the forehead but ingame i am below my avatar

gloomy flint
#

i hate not having my fear emoji here bc wh

#

did you check the rig in unity?

#

mayyyybe your viewport is below the avatar which causes the strange bounding box and the floating avatar

jolly harness
#

its weird because its a duplicate of an older version of the model in the same unity project, but one of them is fine and the other identical one is 4 feet off the floor

limpid halo
#

Upon uploading my avatar, the upload immediately fails. No concrete errors for what causes this is given. This is all I get.
Things I have tried (From most to least extreme):

  • Reinstalling Unity 2022.3.22f1
  • Reinstalling Unity Hub
  • Downloading a VPN and attempting to upload (previously was not using a VPN)
  • Making a new project and uploading an empty game object with an avatar descriptor and animator
  • Reusing the AvatarID of an already uploaded avatar on the new one
  • Attempting to upload the VRChatDynamics robot in a new scene with no third-party packages
  • Restarting my PC
  • Running off of a hotspot
  • Downgrading Avatar + Base SDK to earlier versions that previously worked

Entering play mode works as it should, with no obstructions, no errors are given in the console. This same error occurs between restarts and projects. It is universal.

All that (always) ends up happening is the same string of useless errors and the creation of a prefab of my avatar in the Assets folder. None of my very experienced avatar creator friends can help me and I feel like I feel my brain fermenting, please help me.

limpid halo
#

At this point I'm almost 100% sure it has something to do with my system or ISP or the backend. Nothing else I have done seems to change or mitigate the issue.

fleet aurora
#

Every time I try to upload this one avi unity gives me the same 2 errors, idk how to fix them tbh. Been trying for a few days, anyone know what's wrong?

inland seal
#

I have problem with Phys bones. When I test in Unity on Quest everything works fine. But when I play the game, all phys bones are broken and dont move at all.

somber sequoia
#

is there a message in the build window saying you have too many and so they'll be removed when you upload?

cunning grove
#

what does this mean

somber sequoia
#

you can't have a mesh object named 'Head' when a humanoid bone is named 'Head'

#

rename the head mesh.

cunning grove
#

ohh, okie

somber sequoia
#

ah ok, that's not the issue then.

inland seal
#

Oh shit

somber sequoia
#

there you go

inland seal
#

It is the problem ;D

#

I was on Windows

#

welp

#

Have to delete one

somber sequoia
#

ahh, yep

jolly wraith
#

a Friend is having this issue

somber sequoia
#

add the missing parameter to your avatar parameters list

dusk pulsar
#

Any way to fix the issue? Glove deforms when armature is applied. I posed base armature to sculpt fingers in more easily but if I apply armature modifier to the gloves...

somber sequoia
#

I'm not sure what you're trying to do ?

#

oh the video isn't loading for me, that's probably why

junior void
#

Looks like the rest pose isnt the same

wheat narwhal
untold sky
#

What version of unity do I need for the creator companion

somber sequoia
#

creator companion doesn't require unity, but it can install unity

buoyant thorn
#

how do you use the temporary pose to move view point up for a toggle

#

it says it moves to the head but where exactly? do I need to animate the head bone up?

dusk elk
#

so uh

#

what do I do

somber sequoia
#

remove one of the avatar parameters or mark it not-synced

dusk elk
#

So uh kinda new to unity how do I do that?

#

like where do I go

somber sequoia
#

find your avatar parameters list, see what's in there. you'd probably want to understand what they do before you change them.

#

er

#

(wrong link)

#

#2 there

proven trellis
#

the fuck

#

does is want

#

this

#

this same fucking issue

#

every time

#

stopping me from making avatars

#

literally everything is mapped

#

GestureManager even shows everything working in play mode

#

I'm at a loss

junior void
#

Try dragging a new fbx to scene or setting the rig to generic and back to humanoid

dusk elk
#

this is all I see

junior void
#

If you actually looked at the page, youd find out that the parameter list is part of the avatar descriptor that is on the root

proper depot
#

Hello! Working on an avatar and I was wondering what the limits are for an opti? I checked out the website but I didnt see where it said specifically like, bone count limit, material slot limits, etc. I remember some but i am mostly looking for the bone count limit idr vrcCrying

proper depot
#

ohh ok I somehow missed it at the bottom there, thanks!

cunning grove
#

When I enter gesture manager my avatars mouth is stuck open?

junior void
#

Unmap the jaw bone

limpid halo
somber sequoia
limpid halo
somber sequoia
#

ok

true bay
#

hi so VCC wont let me add an existing project and just keeps giving me this error

#

any help would be apprecated

dapper ivy
#

So i thought headchop component was only supposed to remove things from like... first person view? I put it on a helmet and I can't see it in mirrors, or in cameras.. but everyone else still sees it

sage roost
#

Trying to prop an avatar for upload but run into an error that has me completely lost.
"Spine hierarchy missing elements, please map: Chest."

dapper ivy
#

it sounds as if you are missing chest bone, have you checked the "rig" tab for your FBX?

#

if it has one, it may just not be selected on that tab, and you can fix that

sage roost
#

eh?

#

there is no "rig" tab in Unity?

dapper ivy
#

Select your FBX in unity, in the project tab

#

inspector > rig tab

#

if you click configure, it will take you to configure it's skeleton

sage roost
#

checking

dapper ivy
sage roost
#

aaah

dapper ivy
#

every bone but jaw (click head to see it) and upper chest, are neccesary

#

upper chest is really for people with 10 point tracking

somber sequoia
#

well... technically fingers and toes aren't either

dapper ivy
#

well, they are if you want your controllers to move your hands XD

somber sequoia
#

of course!

dapper ivy
#

FEET arent' actually neccesary

#

i have a friend wit ha faputa avatar, he wears his trackers on his legs

#

his feet kinda, don't move

#

cuz they're hoof-like

somber sequoia
#

neat

sage roost
#

my avatar uploaded inverted?

#

up-side-down

magic tinsel
#

What platform are you on?

sage roost
#

PC

magic tinsel
#

VR or no VR?

sage roost
#

VR

magic tinsel
#

Try recalibrating, if that doesn’t work, maybe changing into a different avi then back again

sage roost
#

it appeared to be up side down in the preview window before I changed into it as well

magic tinsel
#

Then it might be the actual model than VRC

sage roost
#

how would I tell that? it looks fine in Unity

somber meadow
#

Go into the rig tab of the model file's import settings in Unity, click configure, is the model upside down inside of the rig configurator?

sage roost
#

looks fine there

#

ok no its up side down?

somber meadow
#

Click Pose>Reset, and then Pose>Enforce T-Pose at the bottom of the inspector when you scroll down

#

you may of done rig changes to the avatar in blender

clear elbow
#

im really struggling to upload an avatar i got does anyone have a decent tutorial i can watch? since unity seems to have changed and im unsure what im doing

rocky smelt
somber meadow
#

you need to apply that pose the jacket is in as the rest pose

#

it's currently in a temporary pose space which modifiers will ignore

rocky smelt
#

Should I do it before or after the Data Transfer

somber meadow
#

before

sage roost
#

hmm, still uploading inverted?

junior void
#

Perhaps something on your avatar has its origin not at the feet?

sage roost
#

ok maybe? not sure how any of that works?

#

not sure what to check

somber sequoia
#

you'd have to check that in Blender

sage roost
#

everything in Blender and Unit appears to be normal

somber sequoia
#

All transforms applied?

junior void
#

Tried without playable layers?

sage roost
#

all transforms are applied

#

not sure about playable layers?

junior void
#

Well remove them temporarily and see

#

Its unlikely that but ive seen wild shit before sooooo xD

sage roost
#

how do I remove playable layers?

wooden cairn
#

Make sure you know how to re-add them

somber sequoia
#

make a note of which files are there - yeah exactly

sage roost
#

ok

#

looked like they might have been defaulted anyway

#

are there some special vrchat specific settings for exporting from Blender to an FBX file?

#

ok when im looking at the rig, under Mapping it looks correct, but when I select Muscles and Bones, the model flips 180 degrees

somber sequoia
#

usually just set "apply scalings" to FBX All and disable leaf bones under Armature. But your scaling settings may be different if someone else didn't do that.

#

in Blender you've got +Z going up and +Y going in, right?

sage roost
#

no

#

I had Y+ up and Z+ forward

somber sequoia
#

ohh

#

SO yeah - you'll probably have to make sure that gets set correctly when exporting, or rotate it in Blender to the standard way Blender orients things, the default FBX export will re-orient it to Unity's

#

In Unity it should be +Y up

#

(I hate that this is a thing)

sage roost
#

agreed

#

at this point seams like the question is what is up for vrc

#

in Unity its correct, but in vrc nope

#

which drives me absolutely nuts

raven orbit
sage roost
#

theoretically

#

when doing my world building it works that way and it worked that way earlier

#

except in this particular case, up is down and down is up for some unknown reason

untold sky
#

I tried to start a project and I get this and it won’t let me uninstall unity 2019.4.31

Failed to resolve project template: Failed to decompress [C: Program
Files Unity Hub Editor \20 19.4 31f1 Editor Data Resources \PackageManager ProjectTemplates \com,unity, template. 3d-4, 2,8.tgz).

somber sequoia
#

you definitely shouldn't use that one for vrchat anymore. I'm not sure the current way of uninstalling things on windows though

#

(edited because I misread the version)

buoyant thorn
#

why wont my limbs return to normal after I removed rotation constraint it wont even command Z

somber sequoia
#

if you didn't unpack the avatar you should be able to revert the rotation. If you did.... nope

#

Pumkin's tools has a T-pose function

inland seal
#

Is there a way to paint this in blender using Symmetry?

#

Without going out of edges

buoyant thorn
#

how do I move the head up in an animation so temporary pose thing works

somber sequoia
somber sequoia
#

I ended up just paying for Substance, but maybe one of those work for you

sterile pike
#

hey folks so I have an issue when I am in unity the avatar's model I am making looks fine however when I press the play button to test the gesture manager for gestures it breaks and goes invisible this only happens when I use gesture manager and I have not tested it ingame yet below is the pics for reference

untold sky
#

I’m getting a error when I try to export a model with cat blender Python: Traceback (most recent call last):
File "C.WUsers100001AppData/Roamming/Blender Foundatior/Blender13.6iscriptstaddonsicats tiender-plugin0-19-Otoolsimpafter.pr pr, line 230, in evecute bpy.ops.cats_importer.display_error|'INVOKE_DEFAULT)
File "C.Users10000\Downloadsiblender-3.6.0-windows-x64)blender-3.6.0-windows-x6413.6/scripts/modulesbpyops.py*, line 111, in _call _ ret - _op_call(self.idname_pyt), C_dict, kw, C_exec, C_undo)
RuntimeError: Error: Python: Traceback (most recent call last):
File "C.Users10000\AppData\Roaming/Blender FoundatiorBlender13.6/scriptsiaddonsicats-blender-plugin0-19-01toolsimporter.py line 966, in imcke return context. window _manager invoke_props dialog/self, width=dpi_value * 6.1)
TypeError: WindowManager.rvoke_props_dialog(): error with keyword argument "width" - Function. with expected an int type, not float.
Location: C/Users10000\Downloadsiblender-3.6.0-windows-x64\blender-3.6.0-windows-x6413.6/scripts/modules bp/ops-py.111

supple needle
#

How do you fix “Gesture layer needs valid mask on first animator layer” ? I pressed select and it didn’t take me to anything

somber sequoia
#

find your gesture animator by clicking it in the avatar descriptor

somber sequoia
echo bramble
#

hey, im using Fake FBT on virtual desktop and I also use the play spacer mover but when I calibrate when using play space mover, the avatar joints visuals are affected from the playspacer mover so I cant really calibrate when floating, is that normal or is there a way to fix that?

proper depot
#

Hello! Would anyone have any ideas why my clothes are not showing in the mmd worlds but show when im out of it? :0 cant really find anything online about it.

#

Only seems to happen when playing in the animation

hazy orchid
#

if im in the wrong place, please direct me. My SDK is not working.. at all, the blueprint ID breaks it, the PC version won't even upload. ( i've restarted both the sdk and my project many times) i've never had this issue and i'm not sure how to fix it other than what i've done. : /

somber sequoia
#

got any error messages in the console?

hazy orchid
somber sequoia
#

I guess? It's difficult to know what's going on from that description

#

even just a description of what "won't even upload" might mean

hazy orchid
#

first picture is when it's opened. just that section will not load ( i waited 20 mins earlier ) the bottom part works just fine. Removing the blueprint id fixed it, however. in the second picture you'll see it gets to this point and does not move... I thought maybe this was a connection issue at first, so i retried multiple times, waited a bit and... still here

somber sequoia
#

hmm yeah no idea, not enough information I guess

supple needle
#

I pressed the only one that had “gesture” and it’s still saying the same thing in SDK

somber sequoia
supple needle
#

Where would the layers be vrcTupCry

somber sequoia
#

"Playable layers"

supple needle
#

Ah I see

#

So what would I need to change on there ?

somber sequoia
#

the error message literally tells you

supple needle
#

I don’t know what a “valid mask” would be

somber sequoia
#

I don't know how your avatar works, best I could do is say maybe copy what the sample one has? not sure why you wouldn't have one already unless you created this animator

supple needle
#

This is a pre-made avatar- I’m using the one that’s supposedly for the gestures and it’s not workin’

somber sequoia
#

weird. maybe go see what that layer affects then

supple needle
#

I tried every animator on it and the warning is still there vrcTupCry I don’t know where to check what’s affect

somber sequoia
atomic compass
#

can someone help with my avatars eyes not being able to put textures on it?

#

it says theres a texture there for the eyes but shows this^

left gull
#

it might have a lense and eye layer

gusty olive
#

does anyone know where i can get base for avatar [idk this first time trying to make one ;-;]

left gull
gusty olive
#

alr

gusty olive
#

thanks you i got a avatar base i use now that hard parts

#

is there diffrent in what i use?

ornate stump
gusty olive
#

oh alright ill do that idk what im doing bc its my first avi im making-

#

should unity 6 or 2022

#

one-

ornate stump
woven oracle
#

Okay, I’ve been troubleshooting this one avatar for a few hours now. Every time I try to upload, it crashes. The console gives me nothing, I’ve reverted all of the changes I’ve made since last upload (removed added assets, including in folder and not just in scene), and just to be extra safe I’ve optimized all my textures. The only thing I haven’t done is revert some changes I made to my shaders, but it was just setting changes. Where should I look next to see what’s causing the crashes?

ornate stump
woven oracle
#

I haven’t, but I did try another avatar with the same packages and versions enabled and it went through with no issues

woven oracle
ornate stump
ornate stump
woven oracle
woven oracle
#

Ah alright, it’s saying that the file “memorystream” is corrupted and needs to be removed- where would I find that? I checked it earlier and I couldn’t find it with just a basic search of the project’s files

ornate stump
woven oracle
#

Cool beans, gimme one second ^^

#
[Position out of bounds!]
Cancelling DisplayDialog because it was run from a thread that is not the main thread: Fatal Error! The file 'MemoryStream' is corrupted! Remove it and launch unity again!
[Position out of bounds!]```
ornate stump
woven oracle
iron kindle
#

I am trying to make it so when I disable or enable a clothing toggle a blendshape to keep from clipping, but when I have multiple objects needing the same toggle one seems to override the other

barren wharf
#

how do i use modular avatar accessories that replace whole limbs on a booth model?

boreal crescent
#

Am I correct to say that modular avatar is way better than VrcFury?
Am I correct to say that modular avatar a foundation for other things and should be added on avatar after 3 default VRChat packages?
Am I correct to say that modular avatar and gogo loco is only must have for making avatars outside of default packages?

bitter hemlock
#

Somehow my shader for the hair is different than the one for the body, even though they are the same shader. When I go into the shadows, the hair goes dark first and then about 2 steps further, the body. Does anyone have a solution?

tulip oriole
#

hey hey, quick question; is there any easy way to snap an avatar part to world ground? im trying to make a semi lightweight pet for an avatar using a basic follower prefab but it tends to float upwards

#

tried searching a few places and all i found were bug reports

ornate stump
boreal crescent
bitter hemlock
fiery tiger
#

hey so my avatar error botted randomly and hasnt fixed itself in 3 days. i havent reuploadedcut or anything in months and it was fine then. anyone know what might be going on?

ornate stump
fiery tiger
ornate stump
fiery tiger
ornate stump
barren wharf
#

on that topic

#

can i add multiple alpha maps on one material