#avatar-help
1 messages · Page 40 of 1
Is this avatar using constraints
I don't think so?
is there a way to organize these? menu made with vrcfury
like change the order in the menu
I setup a new project to see if that fixes my issues and I'm importaing all the like mats and textures
Question, my model have no jaw bone assign in the rig config but for some reason the mouth still slightly open?
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
Nvm I found how to turn on transparency in the image properties in inspector
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
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?
How can i get the sdk to build it for windows when running linux? (Oh hi kazin)
You can bake with Blender with no add-ons, it's just kinda complex and takes some time. I personally use SimpleBake for this.
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.
I'll look into this. Also I know that Blender can do it on its own I just have no idea how.
A video I watched on UV Packer shows the guy just pressing a Bake button in their utilities menu and I have no idea what add-on adds that functionality.
That would've been nice to know a computer ago/hj lol
Thx
No add-ons - there are definitely tutorials for manual baking, I learned it that way 🙂
How do i uninstall unityhub?
This one I certainly watched and followed: https://www.youtube.com/watch?v=wG6ON8wZYLc
I was gonna try and build on my mum's laptop bc she uses windows
what am I looking at here
ah, this is super low quality but yeah, no add-ons for that
Oh
Probably didn't load yet the quality was ok for me.
ah I can barely read it, but that's ok, I saw what I think you're showing 🙂
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?
you'd have to look in the rig setup section where it lists which bones are in which slots. Sometimes it guesses wrong.
imma bite my tongue -.-
heh
not saying you're wrong, just that that seems quite weird, and it shouldn't do that
nss
okay.
hence why i am asking here :V
i swear if i need to remake my project for the thousand's time, i quit
when you go to the rig page and click "configure" what exactly happens?
it shows a blank screen, one sec, ill screen cap it
yep
it snapped to the window when i tabbed to lighting
unity was like: oh yeah, you need that, right?
well cheers mate, thanks
how can i make the veil slightly transparent and have the eye pupils be more visible through it?
if not quest, use a transparency mode in your shader and an alpha mask
trying to do quest compatability
ah, then you don't really get alpha transparency
not rlly sorry :( new to alot of this
I think they meant like, you can’t really get it if ur on quest
oh thhats a shame
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
augh okay, i'll probllay just leave it along then
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
oh - yes, that's what I meant. Sorry that wasn't clear.
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.
quest/mobile?
PC
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
hmmm can you do this with VRCImpostorSettings?
a component you can add to your avatar
wot
not sure where the docs on it are though
let me see
oh it's here I guess: https://creators.vrchat.com/avatars/avatar-impostors/#vrcimpostorsettings
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
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
the order of the menus is determined by the order of the objects in hierarchy (if you're exclusively using vrcfury for menus)
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-
if you want to organize them better then just make your own menus
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?
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
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?
exactly as you said, make a new UV map and bake the textures into it
I'm pressing "Bake" but it says "No Valid Objects Selected" I have the avatar selected.
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
by "the avatar" you mean the mesh object, right?
yes
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
any ideas on how to make him not have the 1000 yard stare?
Add eye tracking
If you can edit the model, maybe try making the pupils a bit bigger
or the eyes a bit more squinty, might be a blendshape for that
Oh yeah that could also help
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?
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
how would i do that?
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
thank you so so much!!!!
👉👈
this is going to be very hard to answer for anyone not intimately familiar with your specific avatar
Ack >~>
No problem! Glad I could help!
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
use tracking control in your base layer
tracking control state behavior
Would that be on the “standing” state specifically? Since that has all the movement animations?
Yeah all the things I’ve looked into point to animator tracking control, I just don’t know where exactly to put it
idk you could do it on another layer or even another controller tbh
just make the logic transition whenever you need it to
a simple toggle with dummy animations will do
on the animation state, i sent you the documentation for it
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
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
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
Oh okay, anywhere I can find some more info on this?
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
Okay, I’ll try that out, thank you!
other than the documentation?
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
Does the documentation have info on the other things like setting up a logic transition for that or the utilizing the velocity parameters?
you can look at the default parameters documentation page, but this is the VRChat SDK documentation so it doesn't go over anything from base unity.
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
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?
sure
Thanks!
One message removed from a suspended account.
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
Do you already have a texture for the rest of the avatar besides the skin tone?
So on the rex, how do I disable the breathing without a toggle for it?
where is the SDK thingie in unity i see in the video
It's at the top
file....edit...assets etc
click those it's in one of them
Maybe windoe
One of those tabs
i dont see anything about SDK in any of them
Silly question, but do I have to keep these on my parameter??
just wanna make sure I cant open more space
iv got no freaking idea how to import this correctly
did you get the sdk to show up at least
yeah
in the avi there should be upload instructions
How exactly do I set this up? I can make the "dummy" animation where the dupetree can change the animation based on weight but that doesn't really effect the tracking or anything
@proper depot nah, thats examplary stuff
yeah its giving me a bunch of errors saying i imported it wrong
What am I looking at
no idea
Same
this is what i got in the model when i bought it
No text file with instructions?
there might be instructions on the website but their in chinese or japanese
DeepL be best for JP btw
also they seems to be originally from China or Taiwan.
whats that?
AI based Google Translator competior
which works better most of case
much much better and clean
I know a guy who knows a guy maybe he can help lemme ask him ok
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.
I wouldn't use blendtrees for this. For my "dummy" animations I usually just add an empty into the heirarhcy and call it something like "null" and then enable the gameobject in the animation before I delete it. It's now just an animaiton with an invalid path, but having an animation clip in your animation states can prevent some issues, especially in a WD on setup
Oh okay sorry I misunderstood what a dummy animation was, since I am using a prefab that has some things listed as "dummy" animations
Does anyone know what these red circles are for and why the bottom ones are so far away >~>
So for dummy animations, I create an empty object in unity to add to an animation and delete that object? Or am I misunderstanding? Sorry I'm just having trouble wrapping my head around all of this
Also, please let me know if you would want me to stop replying with the @ symbol, I don't wanna bother you and I know it is getting late, at least where I am
Can someone help me with the basic on how to import models
Dummy animations are just animations that are there as placeholders. They can be whatever you want, but this is how I usually create them in order to avoid conflicting with other animations on my avatar
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?
Oh okay, so in this case they would just be animations for walking and stuff I assume?
The walking animations usually include everything in one blendtree, which you don't want. You want multiple animation states, so it might be best to create your own toggle
I thought you had to use that default blendtree for locomotion to work, do you not?
for locomotion animations sure, but i'm talking about the tracking control state behavior
it just changes whether or not you tracking is active for a given body part
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?
yeah, but the animaiton isn't really what's doing anything, hence using a "dummy" animation
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?
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?
It's just a coloring so go on full toddler mode and paint all over the place, see result, adjust, repeat.
But I have to like, repackage the avatar and upload it right?
(I can’t get substance painter)
That's is a different process.
Right. I need help with the whole process my bad, it’s been a while and I’m very rusty.
help why is it t posing
avatar isn't set as humanoid
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
Unassign jaw bone in rig configuration.
the problem isnt the mouth being open 😭 i promise there is no jaw bone 😭
Anyone know why the character mouth is slightly open despite not having jaw bone assign nor having blendshape value higher than 0?
i set it as humanoid and its still T posing
Then, your material might be getting replaced by another material in animation.
Did the sdk warn anything?
its not, theres no mat swaps, this is my unity project
You shouldn't be able to upload this avatar because of the error.
Is the neck part using the same material as the antenna?
idk whats happening because in blender its working fine
its a seperate material, but set up the same, using poiyomi
That doesn't mean it would work in unity. You shouldn't be able to upload that. If you had it in game, that means the error just appear after you uploaded first time.
Try with creating a new material for it. The old material might had some hidden property that causing the issue.
ill see what i can do
do i need this?
If you needed it yes.
Those aren't errors. Yellow signs mean warning.
its working yay
whenever i jump my animation resets what is happening
yo wheres this base from
i bought it
that helps
you bought it but font know where
what is the name of it maybe that will be the help ui require
im trying to publish my avatar to quest/android but it shows a bunch of errors each time
any ideas how to fix it?
update / delete gesture manager
Anyone know why the character mouth is slightly open despite not having jaw bone assign nor having blendshape value higher than 0?
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
Use IsLocal parameter to enable the blinder locally.
oh ty, i just need to figure out how to actually make the blinder now XD
Use screenspace shader on a Quad object and put it in front of your avatar face.
where would i find that? or is it something i have to install and import
You could search google for "vrchat screenspace shader".
found one tyty
how do i get my valdations to show
Any error in console?
just restart unity
i task managered it and still didnt show
whats this mean
One of your playable layer controller in avatar descriptor is corrupted.
how do i fix it bc i dont want to restart the whle prodject
nvm fixed it
my menu is super fucked and keeps repeating this shit.
Repeating what?
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?
and my chest slider doesnt work
You will have to take info and post here if you want people to help.
sure sure i will gather some
I'm not sure what you're trying to show here.
hope this helps
Physbone collision can be reduced by removing some collider assignment from "VRCPhysbone" component.
vrm converted in unity detected (0 angle and bips) , you need to scroll up theres more errors
the default menu toggles tht came with the avi keep repeating even tho this is the menu im using
it doesnt show anymore than what is screenshotted sadly
do i just uncheck them?
You're looking at "VRCPhysboneCollider" component, whilst I mention "VRCPhysbone" component.
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)
I'm sorry I've never used this before i have no clue what I'm doing or where to look
Physbone component usually is a part of bone object.
Like am I ganna have to make a new menu
hello does anyone know what is happening here i click build & publish but nothing pops up to my screen
that's quite an avatar. But check the console window for errors.
Did you actually mean your avatar menu has extra items than from what you had in the menu file?
this is what im getting on console
scroll up
can see you have more errors
Paste the first few errors, at the top.
they are in prefab view
ah yeah that'll be an issue.
Idk really how to explain it the menu I have only 4 OG toggles there’s an extra 6 toggles that I didn’t create
vrcfury ect adds stuff
wdym by that?
The extra items are from automatic installer like vrcfury.
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.
How do I get rid of the extra ones and fix my breast slider ;-;
(sry wrong mention)
Delete objects related to vrcfury in your avatar hierarchy.
Okay:/ that sucks but okay. Will that fix the chest slider to?
However, why did you have those in your avatar to begin with?
The base shinano shouldn't have those item included in its base package. That means you'd have to add those items yourself.
which items? i didnt add anything to the menu
im going to start fresh because this is very overwhelming lol opening new unity tab
Then how did you get the avatar package?
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
I find that you might be getting the avatar package in illegal way so I don't feel comfortable in helping you solve the issue.
Those are items I mentioned earlier.
i did what u said but now im getting loads of errors
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
you have some missing stuff such as Modular Avatar, VRCFury, and other thing.
go to the avatar's store page, and follow the instruction.
apparently u really do have to duplicta the avi or it messes stuff up ugh
You don't need to duplicate if you're careful to reset after doing an animation. It's good practice for a newbie though.
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.
would changing any of this help my issue?
Imma do that
repost
Can someone help me figure out why its doing this in unity? setting the armature to humanoid doesn't help
i added those 2 unity packages getting less errors but still cant upload it
Those are just my guessing. read the avatar's store page carefully and find the exact dependency.
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.
you can do it with AvatarParameterDriver
https://creators.vrchat.com/avatars/state-behaviors#avatar-parameter-driver
or VRC Animator Play Audio - it has a randomizer
oooo ty ❤️
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
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..
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
I’ve had this before where I had to re apply the VRCSDK and go back a previous version- I don’t know if you’ve tried that
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
i will try this, thank you
Do you think this would work even if it’s considered humanoid bones?
no
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)
Yeah thinking I may have to do that- I already had to add a fake hand to swap it for a unique animation
yeah I'd just use one mesh and constraints
pc shaders you can cheat and just uv shift the entire arm away for test purpose
Possibly- but I’m also playing with avoiding shaders just since I want to later use for stuff that can’t use VRC shaders
didn't work, i'm doomed
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?
you can't get custom shaders on quest avatars at all
isn't there something similar tho?
I know it’s the usual- but have you restarted your pc and check if you’re using the VRCCC that it’s updated?
yup, have done both of those
doing this via shader isn't an option, it usually uses alpha transparency
Have you made a completely new project to see if the SDK is still having issues?
I just want something like that but on Quest. and it would be great in it could be moved on the models mesh
I'm not sure how you'd do that other than something via blendshape
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.
where exactly are you stuck?
Me?
yes
I want to cram a mp3 into this so it plays (only when this thumbs up emote is toggle on)
how do
put this on an animation state: https://creators.vrchat.com/avatars/state-behaviors/#animator-play-audio
add an AudioSource to the avatar
Okay I did so. I followed the information to make this part from this video https://www.youtube.com/watch?v=BmXCXP6UsQ8
But I dont want the audio played when I toggle it on, I want the audio played when I trigger it via a thumbs up only when its toggled on.
Would I just add it as a component to this?
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.
chat how do i animate the hands while dealing with the bike pose
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
locked?
that looks like you're trying to rotate the bone directly, it's not the thing I'm referring to
that's exactly what i wanna do tho
you can't if it's a humanoid bone
I just said
you just can't animate humanoid bone transforms directly but you can animate the hand via the animator properties I described
so it's not the screenshot i just sent
no
too tired to process this, can you show me where
do what I just said?
oh wait i see now
cool
no worries, it's not quite obvious unless you actually look 🙂
yay
This was not helpful. I did it myself.
alright.
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
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)
which animator is this, Gesture?
yes
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
been doing this since yesterday. Already tried doing the "give it a day thing" lol. Maybe another day, who knows. I'll try reinstalling VRCC
shucks, id say depending check your storage and that stuff on your PC is up to date. sadly its so easy for programs to just decide a tiny thing makes them not function
i've also set up this but it still doesn't work
got a mask on the layer?
yes
just looking at one of mine, it's got a mask but no animator tracking control
looks reasonable
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
genuinely gonna crash out
also afaik dont store your stuff in packages, duplicate it into your assets.
how does it still not work
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🫠
no
name doesn't matter
its just logic, if youre trying to control actual fingers you kinda want it to be one layer doing so
as for the duplicate layer idk why it's there, vrcfury put it there
i have not read og post tbf, no idea what are you doing
trying to get hand gestures to work
cuz they don't do anything for some reason i don't know of
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
oh wait no it's dynamic gesture
but still. this makes absolutely no sense, i made sure my parameters are the same name
well to begin with your layer is above other left hand layer
and lower layer takes priority
so my guess if vrcf not happy with your manual edits
but no idea how to override those, not vrcf expert
well no but you want those to be disabled always
even disabling that didn't do jackshit :dying:
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
im not trying to but i have a feeling vrcfury is messing everything over for me lol
your unity isnt the recommended one and i have no idea if vrcfury would hate that or not
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
if you want to animate the bones directly by moving them, either animate in blender and export your fbx with the animations, or use UMotion
i dont think that would work
and besides, i already gave up
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
wdym it wouldn't work?
I've used blender to animate humanoid bones plenty because it's easier than using unity and manually editing the values
because earlier kazin said that you can't directly animate the bones
UMotion is supposed to fix that so you can animate in unity but I've never tried it personally
you can't animate the transforms. If you animate the bones in blender, then export your FBX as unity and set it up as humanoid, it will convert the animations to humanoid ones
huh, I haven't looked at this either
also i'm not telling you because it might work, i'm telling you because it does work
that is how i animate things like dances, poses, afk animations, etc
because it's way easier than animating with unity
I've done really basic stuff in Unity but anything complicated in Blender.
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)
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
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
yeah
like there should be an option to animate humanoid bones in a similar fashion
idk why that doesn't exist
hii so i bought an outfit but its texures are not showing can anyone help me out am new in this
did you forget to install a required shader package?
check the store pages description for what shader is required on the model (or the .txt file if it comes with that)
What could cause an object to he visible in my hand but to no one else?
you forgor synced in vrc params
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
the part where you're trying to animate bone rotations?
yes
the animations actually don't play for whatever reason
even tho in preview mode it shows the hand
ah, those aren't bone rotations, okay.
even doing the default vrc emotes, the fingers don't rotate
:despair:
oh nvm they do
this is deadass some weird behavior
watch the animation layer while you're activating that, it'll be more informative than watching the scene view.
okay
it said a material and liltoon i added that still showing this
i'll get a recording
you'd have to look at the materials then, it's not clear from just the color what the issue is.
id check the console aswell to see if you're getting errors about it
bro what
what's weird about that?
the animations show that they "play"
sjkhdsjkhfkjs
then why don't they actually show up
hm
you still have a lower layer named left hand, does that override the upper one?
that's from dynamic gesture
which is what?
it probably overrides all of them, if it uses the same parameters
try disabling it and see if that fixes things
as was said, lower layers override upper ones
yeah this is one reason I don't use it
OH WOW
it finally works.
goodbye vrcfury
holy jesus that took me last night and until now to fix this
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
So this is blender, just asking if anyone knows how to do this same thing in unity 😔
This just looks like a over complicated alpha mask setup
PC has access to custom shaders (also support transparency), the most popular shader you could use is Poiyomi for this
Thank you, I'm new to this whole thing so help appreciated 
i dont know how to get colors to appear in unity, i clicked extract textures and materials but they still wont show
Hey so I bought this base but was wondering how I can make clothes for it?
https://wolkehond.gumroad.com/l/rat?ref=jinxxy
from scratch? model them in Blender or similar
well it's not a super popular model and I can't find any premade clothes that fit it so yeah. If you know a clothes making tutorial you can send my way I'd appreciate it. I have plenty of experience in blender and substance painter 3d.
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.
How can I add physbones to this tail? It has no root, no armature, no nothin. It's just the FBX and nothing else
You’re gonna need to add bones to it if you want physbones i’m afraid
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?
How do I do that
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?
You can add some more bones to the armature in blender
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
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
I gagged lookin at this
VRC Animator Tracking Control - take over animation of the hand
ooh I was scrolled, sorry - this was in reply to you
Look at constraint possibly?
Eh maybe. I know basically nothing about vrchat in unity so
from what I can read thats correct but I will need to consult with my ant colleagues
well there's a clue at least
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
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
looking at this makes me want to throw up in fear, i use like 5 short cuts out of this
hitting space and searching also one way to find the shortcut, depending if you are in edit/posemode/whatever
Maybe I'm doing animation layers stupidly
My setup looks something like this but maybe my VRC animator tracking controls are fighting?
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?
lazy way , detect gesture(s) - do tracking control on the lowest layer instead of setting it up on several states
I kept forgetting to reset sometime if i have to use exit
What do you mean by doing the tracking control on the lowest layer? Also when you refer to states do you mean the layers?
lower layers take precedence over higher
states are the grey boxes within an animation layer
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?
you probably don't need the tracking control at all, I misunderstood what you were doing before
I was mainly trying to follow this tutorial on an existing booth model that already has it's own FX setup.
(I'm a little bit of a unity noob)
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 objects
no mask or tracking control needed
its already on gesture controller
if you're doing hand gestures, those aren't in FX
Ah that's what I was trying to avoid doing. Nothing wrong with it.
Just was curious if it there was an easier way than going through each transition and adding conditions to it
Oops I meant gesture sorry
ok good 🙂
Just seems a little hectic in my case where I have like 14 gesture states to manage
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
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.
ill send a picture
give me a moment
i got this error now, cant even build avatar
these two aswell when reloading the sdk
okay i got the correct error now
nothing before those? Annoying, that's not helpful
yep nothing before
still needing help with this
you'll probably have to just re-make the materials
oh okay, most look like these
1 thing that could maybe be causing it is microsoft visual studio code because i dont know which forms of coding it needs for unity
I'm not a Windows user, but I don't think that's relevant
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
good to know, ty for help
the first one seems quite simple enough, just set the base texture to a black color.
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?
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
OwO um how would I replace a default tongue with a new one I bought in unity?
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?
It looks like you just have some messed up normals, that shouldn’t be too hard to fix!
I just don't get what happened, like last time I was here everything was fine >~>
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
How do I get to edit mode again >~>
depending on the version of blender, this effect may be caused by the material having the blend mode to alpha blend
select the mesh object and press tab
Okay well I did that with everything selected, pressed alt n, selected recalculate outside and nothing happened
.
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?
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
Does the blend mode affect when I export to unity?
Also that didn't fix the face >~>
no
yeah the face probably has a different material
and if a material has no transparency, set it to opaque
Ah so my bodysuit which is transparent should be Alpha blend
depends, if you can set it to alpha blend without it being glitched then do it, otherwise i would use alpha hashed
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?
that wouldn't be related to material settings, you may need to set the armature to x-ray or 'in front'
OwO Okay I think I've got that dealt with..now...how do I add a different tongue in blender >~>
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
you don't need cats to export, just file -> export -> export FBX
(set "apply scalings" to FBX All unless you know it should be otherwise, and uncheck the leaf bones option under Armature)
did you unpack this avatar prefab?
no it's not unpacked so it should still link to the body, and those are both set already
ah good.
I tried using cats and non using cats but seems to explode no matter what I use
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" 🙂
sadly that didnt work :(
huh
drag a new model into the scene, use pumkin's to copy stuff over
unless that shows up as weird too?
kk ill try!
how do i make an audio source local?
you could only enable it for the local user
where?
you'd need to make an animation that works when IsLocal is true
:(
That worked ^^ have to mess with the textures a bit but seems to have copyed good thank you :D
(replied to wrong msg)
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
how can i change that preview ? its realy buggy ):
I uploaded one the other day and it does that. dunno why.
And shortly after I select the avatar, a shockwave appears in that area... like a small circle where everything becomes blurry in a wave motion xD
does it have some sort of spawn animation?
no matter what i do the textures still wont appear, i removed emissions from all of them
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
worked thank you
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
oh good!
i dont think so
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...?
unmap the jaw bone in the rigging setup
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?
Dose anyone know how to fix this?
It's written in the message.
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
i want to know how to do a toggle. for example, enable or disable a sword
i have seen guides.. but i'm confused
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
Screenshot the entire console
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
@primal thistle shrink it inside respective bones ie spaghetti man, not to a single point. shrink operation should be enough most cases.
ahh okay that makes sense, will give that a try! thanks
shrink as in the shrink/fatten tool?
ye
gotcha :D
no, no i dont
help
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
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
You likely mistook "self intersected".
yeah thats the option im looking for
anyone got any idea what could be causing these very excited bones? we can't figure it out
uh does anyone know how to like remove the hair of a avatar to diffrent style one on it?
do they have colliders?
let me check
best idea would to take a pic of the entire physbone set up in the inspecter and post here
nope
can you send a pic of the physbones in the inspecter
aye
oh in the inspector
hold on shit my bad
as you can see no colliders
yes collision
does it still jitter if you turn gravity to 0?
yes
🤨 bro are you sure they arent haunted
no
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?
they have their own roots
(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
the max angle curve is to make the ends of the breasts turn less than the root of the breast
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
just 3 off of the root
the rest are bonemerged clothing
post console with errors
See if theres an update to modular avatar available
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
You should be using 2022.3.22f1 and update everything to the latest versions
Show your cc packages?
Fair. Sometimes, developers make mistakes. Did you try downgrading modular avatar?
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
🤔
did you put all the dependencies in? you have a metric tonne of assets in the project for so few dependencies ngl
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
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
Yea they are all in
the eyeball is embedded in the forehead but ingame i am below my avatar
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
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
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.
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.
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?
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.
is there a message in the build window saying you have too many and so they'll be removed when you upload?
Uh
Let me check
what does this mean
you can't have a mesh object named 'Head' when a humanoid bone is named 'Head'
rename the head mesh.
ohh, okie
ah ok, that's not the issue then.
Oh shit
there you go
ahh, yep
a Friend is having this issue
add the missing parameter to your avatar parameters list
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...
I'm not sure what you're trying to do ?
oh the video isn't loading for me, that's probably why
Looks like the rest pose isnt the same
Is the hand position in the video the armature's resting position? If it's not, make sure the armature isn't being moved out of position by something.
What version of unity do I need for the creator companion
creator companion doesn't require unity, but it can install unity
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?
remove one of the avatar parameters or mark it not-synced
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
What
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
Try dragging a new fbx to scene or setting the rig to generic and back to humanoid
Doesnt really help uhmm so like
this is all I see
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
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 
it's on this page: https://creators.vrchat.com/avatars/avatar-performance-ranking-system/
ohh ok I somehow missed it at the bottom there, thanks!
When I enter gesture manager my avatars mouth is stuck open?
Unmap the jaw bone
Update: So the issue (which I've seen multiple different people are having) seems to have something to do with Unity 2022, moving back to unity 2019.4.31f1 allows the upload to work perfectly fine. The issue is most likely SDK or back-end related.
which SDK version did you have?
On Unity 2019.4.31f1, 3.4.2. On 2022.3.22f1, 3.7.5.
I have also tried 2022.3.6f1 and I still have the same issue.
ok
hi so VCC wont let me add an existing project and just keeps giving me this error
any help would be apprecated
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
Trying to prop an avatar for upload but run into an error that has me completely lost.
"Spine hierarchy missing elements, please map: Chest."
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
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
checking
aaah
every bone but jaw (click head to see it) and upper chest, are neccesary
upper chest is really for people with 10 point tracking
well... technically fingers and toes aren't either
well, they are if you want your controllers to move your hands XD
of course!
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
neat
What platform are you on?
PC
VR or no VR?
VR
Try recalibrating, if that doesn’t work, maybe changing into a different avi then back again
it appeared to be up side down in the preview window before I changed into it as well
Then it might be the actual model than VRC
how would I tell that? it looks fine in Unity
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?
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
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
I'm a little lost
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
Should I do it before or after the Data Transfer
before
hmm, still uploading inverted?
Perhaps something on your avatar has its origin not at the feet?
you'd have to check that in Blender
everything in Blender and Unit appears to be normal
All transforms applied?
Tried without playable layers?
Well remove them temporarily and see
Its unlikely that but ive seen wild shit before sooooo xD
how do I remove playable layers?
In your avatar descriptor, find Playable Layers and click reset to default
Make sure you know how to re-add them
make a note of which files are there - yeah exactly
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
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?
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)
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
what's 'up' in vrc should be the same as unity
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
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).
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)
why wont my limbs return to normal after I removed rotation constraint it wont even command Z
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
how do I move the head up in an animation so temporary pose thing works
I don't think so, but there are a few decent add-ons, ucuPaint and LayerPainter come to mind, they add some extra features not already there
Ima try them
I ended up just paying for Substance, but maybe one of those work for you
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
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
How do you fix “Gesture layer needs valid mask on first animator layer” ? I pressed select and it didn’t take me to anything
find your gesture animator by clicking it in the avatar descriptor
this sorta looks like you used an old cats with a new blender. But also you don't need cats to export.
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?
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
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. : /
got any error messages in the console?
nope! i can send screenshots of what it's doing if that will help any?
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
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
hmm yeah no idea, not enough information I guess
Is there a specific layer I should use ? There’s a ton of them
I pressed the only one that had “gesture” and it’s still saying the same thing in SDK
The error message says it's the first layer in the gesture animator.
Where would the layers be 
"Playable layers"
the error message literally tells you
I don’t know what a “valid mask” would be
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
This is a pre-made avatar- I’m using the one that’s supposedly for the gestures and it’s not workin’
weird. maybe go see what that layer affects then
I tried every animator on it and the warning is still there
I don’t know where to check what’s affect
you can learn about playable layers here: https://creators.vrchat.com/avatars/playable-layers
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^
it might have a lense and eye layer
does anyone know where i can get base for avatar [idk this first time trying to make one ;-;]
you could look through the selection on https://jinxxy.com/
alr
thanks you i got a avatar base i use now that hard parts
is there diffrent in what i use?
You shouldn't use any of that. You should create project with creator companion.
oh alright ill do that idk what im doing bc its my first avi im making-
should unity 6 or 2022
one-
https://creators.vrchat.com/sdk/ You should read instruction thoroughly.
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?
Have you tried uploading sdk sample avatar?
I haven’t, but I did try another avatar with the same packages and versions enabled and it went through with no issues
Would that be done through the same project file?
You should get the log file instead and see what happened when it crashed.
One project could contain multiple avatars.
Is that the editor text document in the crashes folder?
Yes.
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
When you provide error detail you should get its exact detail, and not type it by yourself.
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!]```
For preliminary research, you could search google for "The file MemoryStream is corrupted! Remove it and launch unity again" for possible solutions. This issue seem to have many root causes.
alrighty, i'll do that! thank you so much ^^
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
how do i use modular avatar accessories that replace whole limbs on a booth model?
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?
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?
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
Pretty much all wrong. MA has more fine tune tools which still rely on more manual process, rather than easier and automated VRCF. MA is a tool to add things to avatar, technically it by itself isn't a thing being add to avatar.
Okay, is it correct to say that beginner should use VrcFury and install gogoloco?
Yes.
Thanks mate fixed it.
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?
Is it marked Security Check Failed?
where would i go to check that?
It's to the right of PC/Quest compatibility icon.
it doesnt say it there so i guess it didnt fail.?
Then it's more likely to be loading failed due to unstable internet.
i figured it out
on that topic
can i add multiple alpha maps on one material