#avatar-help
1 messages ¡ Page 41 of 1
how do I use temporary pose space đ there arent any videos or helpful tutorials explaining how to actually toggle it
so i'm looking to add a prop to an avatar where when i grab it off the body itll move to the avatars hand, however i was wondering if there was a way to do it where the prop doesn't teleport into the avatars hand and instead moves into it smoothly?
if you use weight as method to enable constraint, just use transition time in your animations
a question, more about Blender than VRC: on my avatar I have different body-parts (part_A and part_B) that are separate meshes, and they both have blendshapes on them. When I join them into one mesh (before exporting the avatar), the blendshapes become corrupted - blendshapes from part_A now also affect the vertices of part_B, even though they shouldn't
they both have blendshapes with same names, but part_B ony has blendshapes on it that actually affect its vertices, I've deleted all others that do not..
Blendshapes with the same names will be merged
yeah, but like... for example I have blendshape "Eyebrows_Angry" on the Main body, and no such blendshape on the Feet. But after joining, the "Eyebrows_Angry" blendshape now weirdly affects the Feet too
even though it shouldn't
"Feet" were previously separated from the "Main Body" mesh and all the blendshapes that do not affect the feet were deleted
When joining the meshes, are all blendshapes set to 0 and the basis shape key is selected?
of course
How are you merging the meshes
select both, set "Main Body" as active, and Ctrl+J
What blender version are you using
4.2.2 right now
I havent used blender 4 yet so i cant tell you if theres something specific to that version, sorry
I used to have it SOMETIMES on 2.9 too
like, after doing some edits to teh avatar, join all meshes, export to Unity, and suddenly see everything it messed up and weirdly proportioned
so I'd go back, rejoin meshes again, maybe in a different order, and it'd be fine
I'm basically just re-doing teh blendshapes on the problematic part from scratch right now... there's not that many, thankfully
huh that's a weird thing to happen, but it's really easy to fix
Go in edit mode, pick a blendshape, select all vertices you don't want to move, then in the vertex menu (ctrl+v does it), pick "blend from shape", select Basis in there, and uncheck add. They should revert.
honestly it was quicker and easier to re-do those 10-15 blendshapes on the smaller mesh from scratch, than to "revert" all 100+ blendshapes after the joining
oooh, that's a lot, yeah.
hey guys. i learned how to normal blend but i still can't figure out how to make shading match on appendages and/or augmentations. i'm using poiyomi, texture color is exactly the same and i've messed with disabling the normal map but i can't get it to match. it's always almost there but not really. how do i do it?
are they separate objects? You probably want to set the mesh renderers' Anchor Override property (under Probes) to the the same transform, the chest bone is the usual target
hi does anyone know how to fix this issue with tracking on avatars? (please tag me in a response as this server is muted)
FYI if you convert .mkv to .mp4 it'll embed.
Ill do that now
I'm watching it anyway
ok thankyou
oh thats weird!
yeah its happened to 2 of my avatars and im not sure on how to fix it
it's avatar specific?
yeah only 2 of them have that issue, they are from different creators too
huh
Anybody know anything about Booth Models? Iâm having some trouble with Unity.
My problem is:
I bought the model âAiriâ from booth, along with an outfit. I noticed the chest size of the clothes does not go along with the chest size radial. So I went to go add to the animation but it is not allowing me to preview or edit any of the animations.
sounds like what happens if you don't have the animator where those animations are used in the Animator component on the avatar root
I use VRCFury's anchor override fix, so it should be handled for me :(
I feel like the shading is off even though the world lighting isn't
Ah ok. I'm not sure what else, if they're all done the same way
yeah, but thank you for chiming in
gunna maybe do something else until i crack this one, thanks
this isnt a huge issue, im sure this works in game but can any smart person explain this strange occurance?
im using the regulus wolf ears from gumroad :3 i copied the physbones from the unity package and put them on my ears ... with this happening
do you have an endpoint set in the physbone?
ill just show the whole physbone setup
im not entirely sure what "endpoint" in this does
im not new to unity by any means but i dont work well with physbones đ
endpoint just gives the physbone an endpoint in cases of like where you dont have 2 bones that the physbone requires
ah right, so do i just adjust it/mess around with it til it isnt... that long?
probably it's so huge because your avatar scaling is 100x
or more than that cause .07 making it that massive is an insane scale
or whatever the ratio is when you don't use FBX ALL
oh hmm yeah with the scaling there probably, it should be more like .0007
now that I see the collision radius
Yes no maybe soâŚ
oh yeah that fixed it, thanks y'all, im a lil stupid
a lot of the time i see avatars on quest that somehow use transparent parts and im jsut wondering how
does anyone know any work arounds to getting to use transparent shaders
either they faked it with particle shaders or they did something that will get patched very quickly
how do you even made models without them needing transparent shaders actually
its just im a quest user and i can never make the avatars i want to make being quest compatible
you kinda just make it with the intention of not using it?
i need help, i bought an avatar model but i dont know how to move it to unity and upload it. can someone help me
what model did you buy
do you want me to share t with you?
So I found an avi that had effects that were triggered by voice activation, but only a specific word.
Would LOVE to figure out how to do that. I've found tutorials on how to make something voice activated but not how to assign specific words.
likely just toggle via a specific vowel (or multiple) rather then the whole word
Whatâs the best free program for recoloring avatars? The internet has been no help whatsoever
Ah, that would explain why it sometimes triggered without me saying the word.
any image editor, i personally use Firealpaca but alot here use GIMP 
I mean like, painting the 3D version.
"best" is subjective. gimp, krita, or if you want 3D maybe ArmorPaint or blender add-ons ucuPaint or LayerPainter
Ok. Now letâs say I used armorpaint.
Whatâs involved in actually taking an avatar, recoloring it, then uploading?
Do I have to use Unity or anything or is it just âchange one file then uploadâ?
it should just be change one file then upload unless your model is using multiple textures that need editing
Ok.
Sorry if itâs really obvious, Iâm not very versed in this stuff.
My friend won an avatar, Vulparii, and theyâre giving it to me since theyâreâŚ.. well theyâre a polar bear and Iâm a fox so they gifted me it.
Itâs exciting for me to have this chance to finally have a custom avatar but itâs very overwhelming when I think back to the last time I recolored an avatar and all the hoops I had to jump through
Thank you
import .fbx into paint program, paint, export textures as .png files, plug into unity materials, apply to avatar.
you must have Unity to build/upload an avatar, yes.
Unity is such a hassle.
Wrong version this and error that when all I do is change a texture. That was like 2 days of trouble last time lol
you needed unity no matter what since thats how you upload them
Ok. Is there any way to âtestâ the avatars before I fully upload it?
Play mode in Unity is very useful, yep
What
it's a tool for games, of course you can hit "play" and test. In our case for avatars, it activates most of the runtime stuff and you can move things around, see animations, test, etc.
can't wear it like that though, but it's very useful
So I canât toss the headset on and test it
it's simple enough to upload as private and do that though
there's a build and test option right in the windows build menu
I'm using an animator to control the speed of an animation... how limit bounds?
basically instead of having the animation speed go from 0 to 1 i want the animation speed to go from 1 to 3 so that at minimum on the radial it plays at speed 1 and at max on the radial it plays at speed 3
wow I can type what I wanna say wheeee
hmm that is a little tricky to do well, now that I think about it.
it's a heartbeat animation, and I wanted 0 to be 60bpm and 100 (1) to be 200 bpm...
but I'm not sure that'll really work that way.
let's see if a 2d blendtree can...
Why post here despite being told to use avatar search channel
a 2d blendtree can...ish. it has the problem of the playback head moving as the speed adjusts...
yeah that's what I was afraid of happening
you may have to rework the animation so that the base speed is where you want your 0 value
it's probably the easiest way to do this, though I don't know of a really easy way to do that offhand đ
oh right
might have to do something like this: https://vrc.school/docs/Other/AAPs
yeah that first section there is probably the answer. I should try this myself, got a use-case for it
any feedback on my skin shader?
some say its "doll like"
like the girl from squid game iykyk
wait in the avatar search's post or ask the person who made that post what that model is called since they're looking for more like the model not that exact model which means they likely have the name/avatar saved
It to worked, tyty 
How can i insert Avatars that i just bought?
you mean load it into Unity and upload?
you could start with a tutorial such as this one: https://www.youtube.com/watch?v=bSwMz4WcajQ
everytime i add the vrc avatar descriptor it does this ive already tried removing it reloading the sdk switching projects and its still causing this issue whats the fix?
did you click "auto fix"?
yes
when i selected that it removed the avatar descriptor
and when i added it back it appeared again
is your project set up as a world? that's the only reason I could see the SDK deleting an avatar descriptor
nope
its as a avatar
it's confusing tf out of me
because if it happens to one in the project
every avatar i try make in that project gets that issue
well try making a new project and copying over the assets folder
also make sure you're using the latest version of the sdk
ive tried
it is
thats what happens when i auto fix
this when i add it back
Is there a way to make Glasses transparent on Quest?
can i make the veil a darker transparency? im using mobile particle shader additive
Nope, that's all you get on quest
devastating
okay wait textures seem to somewhat work with it
Hey y'all, just a quick question! I am trying to set up a state system that will track if I am moving or not. I just want to know if this is proper set up for something like that? Should I have the transition just be set to entry? Or add a transition from any state to it too?
I'm using this VRSuya AFK package (https://booth.pm/en/items/4197129) and the setting applier that comes with it, but this happens in-game when I use the AFK bind. does anyone know why this might happen? I've not changed anything manually, only used the tool with Anon selected as the avatar type. I've tried to look at the documentation but it's all Korean and Japanese and I can't find a reliable way to translate it.
do you have an AvatarDescriptor on some other object in there? that's my only other guess
no need for AnyState here, but this looks fine.
Alright, cool! Thank you!
how do i edit a premade animation? such as the gogo loco pose animations? unity keeps whining about me trying to edit it and then reverts it when i change the keyframe
ik its somethin to do with the proprties already there, bc if i manually change them theyll actually change and not scream at me, but the issue comes from the fact its super unintuitive to painstakingly change the values in the Animation tab
so is there a mysterious place under several menus where properly changing this is buried?
You have to use the animator parameters which area already used in this animation - I'm guessing you were trying to animate the actual humanoid bones.
where are the animator parameters bc i highly doubt i have to manually change them painfully in the animation tab
also yeah i was originally trying to animate the bones themself
it's not as hard as it looks to change them in the animation tab for something thats just a pose
yeah it probably isn't in this case
How would I be able to place something down on the world but make it so I can use a radial puppet to choose where I place it? I know I can do world constraints but I want to see how I would do it so when I move the puppet and press trigger it makes it spawn in
animate your puppet controls to move a separate game object constrained to the world, then when the real object is spawned it gets constrained to the target object
Help please
this has been exhaustively discussed in here, you could search for an answer
the easy answer is "no"
Yeah thatâs what I assumed, just wanted to make sure I was thinking the right thing, thanks!
note that I haven't done it đ
I think ur best bet is to just make glasses frames on ur model
Maybe add small dots on it to reflect the shine of the lenses
You could also maybe create lenses and flip their normals? But they wonât be transparent theyâd still be opaque, you could just maybe see behind them
But I say itâd be best to just create the frames and donât add any lenses to the model, just have it be implied ya know?
Yep, that's probably what I'd do. Fewer polys too đ
how do i make a group for toggles using vrcfury
How do people trigger disolves/sounds when they disconnect from an instance?
manually I'd guess, I don't think there's any kind of event trigger for that
question
ive noticed some avatars does this and some dont. but when i am in FBT and sit on a chair, some avis can track how i sit in fbt. but some avis assume the sitting animation and doesnt show hoq i sit. how do i make my avis sit on a chair but also track how i am sitting in fbt?
idk if his eyes still look souless..
what matcap would ya'll suggest to use for eyes?
I think you could try and look into just disabling the sitting animation in general if you want to have it track you
Yo guy how do I change my face PNG on my Roblox VR chat avatar by toggle?
How do I create it?
What I usually do is duplicate the face, not the full head, just the parts that face the front, and put a new texture on it
Then, have a blendshape that puts it in front of your head which you could then activate with a toggle
But doing that may mean you wonât have visemes on that other face unless you do a lot more work
hmm hmmm i see, thank you
NP!
Question
So, i have a base, but i want to remove part of the legs and replace it with cool cyber legs in blender, but, i dont know how and tutorials arent helping.
I got it to connect to the upper leg and im able to pose it, but the lower bones on the leg dont seem to connect?
Any help pls
Ty man
Glad I could help!
Are you saying that the moving the lower leg bones doesnât cause the legs to move?
yes
maybe im just dumb, but i dont know what im doing wrong
That sounds like a weight painting issue then
Side note, i am still a bit new to blender
No problem!
It sounds like since you deleted the lower leg and replaced it with new legs, you have to re-rig the lower leg bones to move with the new legs
How do i do that QwQ
Lol dw I can walk you through it
What you want to do is go into object mode in blender, cluck on the bones, and then hold shift and click on the model itself. Holding shift means you select both
And make sure you click on the bones and THEN the model
Okie
Then, change the mode from object mode to weight painting mode
There will be two small boxes at the top left, one with a big white square on it and another with a small box on it. Make sure neither of those boxes are blue, meaning theyâre selected. Those buttons allow you to select points on the model, you want those off so you can select the bones themselves
just for a visual, this is what im trying to do
Oh okay I see, I think you may need to do a bit more weight painting then, try doing this instead
Go back into object mode, and select the bones then body again, but this time right click, go to the âparentâ option, hold your mouse there until the new menu opens and click on âWith automatic weightsâ
Itâll try to do the weight painting for you. You probably will need to go back in and fix it up a bit, which the previous instructions can help with tho
Ah okay, yeah nvm
To make that work youâd need to unparent and parent it back again, meaning that the rest of the body wonât be weight painted how it is now
Though Iâm not a blender expert by any means so there may be some way to do this
I guess just redo this step
Ok I need some help. I am trying to get my model change blendshapes for the body to get the outfits to fit without clipping but when I get it to work for one item (Have tanktop change the breast shape when on but when its off the body returns to a natural gravity on the chest but when I put on another top the breast shape goes back to supported, my issue is that that relaxed state will not turn off for the next outfit)
Hi!!! Brand new to this server, and I mainly joined to ask for help with this. Everytime I open Unity 2022 edition for the Creator Companion it says enter safe mode and shows a bunch of errors, I do not understand these errors at all, and I've tried doing research and watching tutorials, but nothing works. The Unity 2019 edition has no problem at all, but it's no longer in use, so i can't use it anymore.
When I exit safe mode it brings me into basic Unity and none of the Creator Companion things are there
If anybody can help it'd be greatly appreciated
idk if this is the right place but im trying to add Bhaptics to my model, im not familiar with unity at all so ive followed some youtube tutorials but ive run into a problem. After dropping the av3 animator and bhaptics osc into assets i need to add a component in insepctor called bhaptics osc or some, but it doesnt show up and ive watched another video explaining why but that wasnt the reason. im stuck with this message so i hope someone can figure it out.
I'm having this really weird issue, where the test avatars mouth is animated correctly with the visemes, but the actual upload of it, the mouth is barely moving with my voice, how could I fix that?
So I'm setting up some clothes for my first avatar and when I test it in GestureManager the avi's thighs clip through the pants. It doesn't happen in the t-pose state. Any ideas on how to fix it?
Might not be fully attached to the armature
I'm using the armature link component
VRCfury?
yeah
Sometimes it can get confused, go find the hips of the armature of the clothing your adding and drag that into where it asks for it and try again
Yep, that worked
Thanks so much!
I think I accidentally used the hips under armature.001 and not the pants prefab
so I recently purchased the Mamehinata avatar from Booth, setting up this avatar on Unity with VCC was fine.
But now how do I add the prisoner outfit to this avatar as a togglable option?
Also if there is a way to add FBT locomotion compatability, that would be nice
should automatically support fbt, i suggest getting modular avatar https://modular-avatar.nadena.dev/ u can import the unitypackage for the prisoner outfit and set it up using modular avatar, all u should have to do is drag the prisoner outfit prefab into the scene underneath your avatar hierarchy and right click it then click set up outfit
I'm having another issue which only happens when GestureManager enters Play Mode. I checked my Armature Link component to make sure it was set up correctly, and it is. Anyone know what's going on here?
could just be weight painting
But how people make some glasses transparent. Like I saw people doing it
Particle shaders is all you get
Or dont have lenses to begin with
What's that
Yknow a shader? That you put on a material?
I want to create an outfit toggle on my avi. This is how the toggles on the original model (that I did not create) are set up. Is there a tutorial that follows this specific method?
Clothing I want to toggle for reference
Question, does anyone have a video on how to mesh different avatar parts in blender? Like if I wanted to add the nardoragin head to a wicker beast?
How do I make it so my avatar doesn't do the VRChat avatar walk animation?
Basically she's supposed to look like she's floating off the floor a little bit. I don't want the walk animation to happen bc it makes her look goofy
Locomotion layer
Question How do I fix theses too things?
Edit the rig of the fbx to have those set
If already set drag in a new copy of the fbx
I've installed modular avatar but I can't seem to be able to find this when I right click
it might just say set up outfit and it wont appear at the bottom
I can't even find the modular avatars tab, here's how it looks for me
maybe unpack the prefab if u havent already and make sure its placed underneath your avatar
there is no transparency on quest. you'd have to cut it out on blender
I unpacked it, I still can't find it
nvm I found it
Texture is there just, purple for some reason. Anyone know how to unpurple this part?
it's missing a texture in the shader
could be multiple textures and it's just missing one
wait is that not using nodes?
no nodes
damn what version of blender is that đ
3.6
what does the rest of the material settings look like
any particular part?
how would one go about this
i meant more like the parts that show the textures. i wonder id the mmd material settings have anything to do with it?
neither of these are missing? (and is there no textures above that?)
Second one was actually missing and I believe was the issue thank you
Same name just had to reselect
yeah sometimes it does that đ
I'm also having problems with FBT locomotion animations, because even though I have it enabled my avatar's legs still don't move with the joystick
anyone have any tips on making something like the pudding blink for a non booth model?
hi, i wanna import prefab with vape pod and smoke but something going wrong, when i toggle vape and try to contact with receiver-sender nothing dont happening Smoke stuff is disabled like receiver
i try all what say me ai and its doesnt help, founf forum but cant understand what guy do
here's an example of what's happening, FBT locomotion animation is enabled but doesn't work on this avatar
Hello
I need help with a model
It's an MDL file from source film maker I wanna turn an a avatar into
But I can't seem to find something that imports it into unity or blender
I am trying to create a function to send the value entered in InputField to an external Windows application via OSC, is it possible to freely read and write ExpressionParameters from UdonSharp?
From my research, it seems that it is common to rewrite the parameters in ExpressionMenu, but what do you think?
Is it possible to make something appear invisible if a user has the shaders for it disabled?
Or at least just not pure white.
managed to fix it by installing gogo loco
Anyone?
Some shader has VRCFallback property which can be change to Hidden if shader is blocked.
There a way I can take models from VRchat?
Unity -> Blender via FBX
Can't take from VRChat unless ripping, which is against VRChat Rules.
Understood
I noticed that my quest 2 controllers vibrate when other players walk through me. But when I specifically touch other users with controller, vibration is not activating. What is this system?
Thanks. Was wanting to do a visor idea sorta like that.
Didn't want a white square in front of my face lol.
hello, anyone here knows how i can use VRCFury to setup a toggle where i have a menu option to ONLY turn something on and not on and off? x.x
how do i merge 2 skinned mesh renderers? i need it reduced for quest
you can choose from: blender, d4rkoptimizer, AAO: Avatar Optimizer.
blender is very difficult, but so good for optimize.
d4ark optimizer and AAO: Avatar Optimizer are easier than blender.
how do i download the last 2? and what do i use them to do that
its already a quest version i just need it merged
just google them. and see readme (or docs)
thanks you just made my project brake
how did you downloaded it? if you installed from vcc, it shouldn't break anything.
imported this unity package
now how do i fix this?
ahhhhh, i seeee....
and how do i fix it?
can i see your vcc window? i want to see Manage Package tab
VRChat Creator Companion
probably you should resolve after deleting Avatar Optimizer. i think you shouldn't import it from unity package.
and how do i delete it?
wait a min. i'll open unity
oh that' good news, then remove aao like this screenshot
Is this right? Iâm kinda new to this. And the unity installer on vcc is unreliable to me. I installed unity hub and the correct version of unity with android support already.
oh, sorry my bad, can you remove it from vcc?
If I put it on C:\Program Files\Unity\Hub\Editor\2022.3.22f1\Editor\Unity.exe it doesnât work
And it says version already exists
nope
should i try via explorer?
Where should I put the location?
yep
omg... i think something went wrong...
its fine after restart
ok great. btw, why did you import aao from unitypackage? its recommendation is install via vcc.
yes, but why? is there any reason to stay that version?
last time i upgraded my avi broke
so not risking it again
now how do i install it?
how to install avatar i got from internet
im just starting with unity and i have some vroid models i wanted to make into avatars. and im very confused with the vrm to sdk thing and was wondering if i could get some help on figuring out what to do
now how do i merge in AAO?
https://vpm.anatawa12.com/avatar-optimizer/en/docs/tutorial/basic-usage/
TL;DR: add AAO Trace And Optimize component to avatar root object
Note: AAO is a non-destructive optimizing tool. What this means is that avatars are optimized at upload time, so performance rank list in SDK Panel is unreliable.
that was my next question
lol
if i wanted to make an object in my hand spin if i press (let's say, finger gun) gesture, how would i go on about doing this? my attempts have not worked, with the animation in-game only showing frame 1, being stuck on frame 1. i have write defaults on (on every single controller). help would be really appreciated, thank you.
you can ignore them but i can help if you want to solve the warnings
ahh ok so if your avatar broke, you should use Modular Avatar version of GogoLoco (but it's a little troublesome...)
just went ahead and tested it... nothing changed
the tail isnt there still
ill just upload the fallback for quest and see i gues... that one has it pre merged iirc
nvm
lets see if i can continue
with trying to get the tail on quest
so, take screenshots of unity and vrchat please.
i don't know what you seeing and what's happening.
the tail isnt there on the quest version, it deletes it because it is the last one in the heirarchy that uses a skinned renderer
so it auto deletes
upon upload
(atleast i think thats whats happening)
T&O doesn't delete meshes. have you checked your custom animations? try unset all playable layers
the tail already wasent there before
thats what i was trying to fix
by merging them
ah ok isee. i think merging them aren't affect their visibility.
(for reference, the body, the tail and the mohawk are all different renederers and quest can only have 2 max)
(so im pretty sure it deletes the lowest in the heirarchy which is the tail, uppon upload cause you can only have 2)
quest can see more than 2 smr, just automatically set to very poor
(4 bc of T&O)
Ok how tf do i upload an avatar for quest
but then why isnt the tail showing on quest
i cant figure it out, maybe someone could upload it for me
@left wharf
hmm, try unset all playable layers and see what happens (take a backup before do this!)
where do i do that and will it effect the other avatars in the same project aswel (the pc version)
do in VRC Avatar Descriptor. if you are upload completely same avatar and upload it for pc after change, it's affect to the pc version.
same project, different moddel
then that don't affect to the pc version
(sry i'm so sleepy bc it's midnight in japan.)
you mean reset?
oh yea dw
a part of my avi is shiny dispite having the same shaders, how do i fix it
some kind of poiyomi included with the base
getting someone to upload to your account is a nono, what part are you struggling with/stuck on?
fixed it
i cant get it to upload on quest
can you provide more detail? error messages?
when i try to upload it, on the vrchat website it just says "security checks failed"
send a screenshot of the Upload panel's stats
lemme open unity again hold on
Wait what the-
Okay idk how but i somehow managed to get it uploaded to pc and quest-
It still says security checks failed, lemme just check if the avatar works in vrchat
hm i mean the stats are a bit bad but not enough to give an instant flag unless you're adding stuff during upload with vrcfury or your PC version is the one giving the security flag, theres also the possibility its giving a false flag (which you could test by uploading it under a new ID)
I mean the avatar is working in vrchat somehow-
some parts of my winterpaw neck floof are still white but i cant find which texture this is so please help
#3d-modeling exists, but also it's really hard to see what you're referring to or trying to here
thanks for your help.
im currently trying to kitbash/merge two avatars...
How do I parent bone "Tailroot.002" to bone "Tail03"?
edit mode, select bone, and in the bone properties you can see a parent box. Or you can use ctrl+p
can you explain a bit more?
I am trying, but they are on different armatures
and it wont let me
oh, you can't do that, they have to be the same
ah... and its.. impossible to move a bone from one armature to a different armature?
Yes, but it is possible to merge armatures
you could duplicate that one, strip it down to just the one bone, and merge it into another
ah
all good, thanks though!!
please help
if you can bring that into blender you could check there
it's on the microsoft store? huh, had no idea
how do i export as fbx again?
file -> export -> export fbx. Probably set "apply scaling" to FBX All unless you know you need it otherwise, and uncheck the leaf bones option under "armature"
oh you didn't say which application you want to export from
unity, which one do you think?
no need in Unity, the model is most likely already an fbx file
I figured you meant from blender
Is gogoloco supposed to change walking and jumping animations for desktop?
I didn't think so
find the object, then you can see which materials are in use. Go into edit mode, click a material, and use the select button to show which faces it applies to.
Or you can click the face itself and it should hilight the material applied
you can't inspect faces in Unity, so maybe try to drag different materials over that slot to see what changes.
you can't view the UV map either, so can't see where on the texture that part is
no matter the texture, the parts stay white
could it be a unity bug? as in it'll be fine ingame?
I wouldn't think so
i mean its not the material, nor the texture sooo
is it emission perhaps?
the props texture (where the neckfloof falls under) doesnt have an ammision texture i think
I just uploaded the quest version to pc
uhhhh
auto fix?
Yes
its fine ingame
huh!
how do i fix this? this has been here for almost 2 weeks and wont go away. i tried resetting my pc and still not working
I am making a public avatar for my friend Ocublox, any advice?
hey uh,i dont know where to ask this but i got on today and suddenly no matter which avatar i use,i cant make the thumbs up,finger gun,or open hand gesture with my left hand specifically
I have this issue, the avatar is completely fine for everyone else to look at. Like his head is in the right spot and everything, but this is my view and I donât understand why. When I import just the fbx into vrchat itâs fine. Idk what would make my viewpoint like this
How would one add a seat to an avatar?
I tried following a video by PxINKY and it doesnt work
what about it doesn't work and in what way?
There's a viewpoint setting in the avatar descriptor, make sure you put that right between the eyes
My friends arn't able to actually see or use the seat
is it enabled by default? last I checked that was a thing you had to do.
No I do use VRCFury to toggle it tho, could that be the issue?
I don't use VRCFury for that, so can't help there, but you may have to enable it by default, then use an animation to disable it when not wanted.
It is and even for the fbx without any physbones or materials on it. They had the same settings but for some reason that one is all messed up
Well it is enable by default so now im extra confused
box collider set to is trigger , you can toggle the station visibility by toggling the box colliders (its where you click to sit and doesnt need to be center of object)
The front avatar is a character shaded with toon lit for Quest, the back is the PC avatar with Poiyomi.
Notice how the Quest avi has a weird culling issue on the robe. Any way to fix that?
sorry for the low quality, id screenshot but my computer doesn't like discord so I can't upload a screen cap from the PC. đĽ
i just got back from using blender and when i added the materials to the fbx model the eyes are completely grayed out anyone else experienced that before?
I made my own one and finished the physics and everything and uploaded it without issues, but in general the avatar physics works on pc but not on quest, so im questioning myself there are other a lot more complex avatars on vrc that have more physics but mine does not work somehow... can somebody help?
I uploaded first the pc one and then attached the id on the quest one and everything worked completly fine but just on quest the physics dont work, but its usable for both pc and quest, and on pc the physics work (there are no dynamic bones there are just physicbones)
Check if it says in the upload screen stats when quest is selected : x physbone components.... will be removed on upload
Looks like that's backface culling, which is normal for quest shaders.
dang, no fixes I guess đ Guess I'll have to mess with the model in blender someday soon
yep
Here it says the bones gotta be removed
but can anyone tell me how i fix that???
Blender, probably
But how ._.
edit the armature, delete bones
52 physbone components is pretty insane
yeah that's a lot for PC even - it'll work but probably it could be more efficient than that
Thats all
looks like this is going to be a lot of work to make quest compatible
Is there ANYONE who can do that for me like fiver work xD
Make it compatible with both platforms tho
Not here
you should commission people at the VRC Traders discord, not here.
Link is in #1204490664637890580
But in vrctraders, sure
so im having this very weird issue, whenever im on pc, questies cant see my customization (collar, neckfloof) but they can whenever im on quest, if im on quest pc players cant see my customization (collar, neckfloof) but pc players cant
Okidoki thank you guys
This sounds like your parameters are not the same on runtimr
how do i fix that?
doing so rn, how would i see
In play mode, check parameter list on both versions
i know the quest menu is slightly different than the pc one (due to one having wings and an alternate tail and the other one doesnt)
Likely that then
Your parameters go by order
So it can happen that you toggle nr4 which is a shirt on pc and param 4 is a tail on quest
This is unrelated
Yes, but you need to actually open it in play mode
Things like modular avatar and vrcfury install stuff only when playing
So outside of play mode they could look the same
I dont mean to be rude but do you read what i type?
Open the expression file by double clicking it
Youll see a list of stuff
Parameters that drive functions
this is way beyond my understanding... cant i just replace the quest menu with the pc one?
Are you using vrcfury
yes, for gogoloco (and wings for pc)
Wont be too straight forward then
You may get away with usung the same parameters file on both AND move gogo and the wings to THE BOTTOM on the avi so theyre the last things
i only have the wings on pc tho
wings and gogoloco are already the last thing (on page 2)
Page 2?
like this?
then drag the pc menu to the quest avi?
No
param file is already the same
already was before, so it doesnt work
Then you have other things that are on the pc version thats not on quest
yes, the wings, and the main tail
the quest version comes with either the main tail or the alternate one
not both
Again, you could see it if you looked at the list in play mode
and how do i see whats different do i have to go through every single one?
(mane hair is merged with mohawkhair on quest)
honestly, with some adjusting, i could fit the pc avi onto quest in another project
ill just try that
just need to get the size down a little
I cant find out how to change the shader on my avatar so it can work with quest
you do so im mateials, one or more per mesh
how do I get substance painter to use 8k textures?
One material on my avatar will have 8k textures, the others will have 2-4k
i could help with that :3
I figured it out đ
I set up armature link but the hoodie's arms aren't moving with the avatar. Does anyone know what's wrong here?
for some reason people can ride on my avi on quest, how do i fix that? could it be because of me using AAO T&O?
anybody knows how to make rgb eyes on an avi?
Is there a way to increase this to 8192?
8k is huge, do you really need that?
what does root transform do?
in what case?
for the phys bone collider
Ah - you can put the collider component on any game object you want. If it isn't already a bone, you drag the target bone into that slot.
It's useful if you want to organize your physbones outside the armature, or maybe prefab them (I do both)
i do want to put my hands keep in touch with the rabbit ear
hands have colliders already, no need to add any
hmm... ig 4k is fine
nvm ima go with 4k
Unless it's an atlas of other textures there's no way you even need 4k
What are tou trying to texture that needs that large of a texture?
It may be that you have unoptimized UVs
Try to map with details in mind. If you need more detail in an area, give it a large area of the UV map. If it doesn't need much detail, use a smaller area
Text or graphics usually take up larger parts, while basic shading or coloring can take up smaller areas
hm.... I have smaller parts as... smaller..
And you can also make use of detail maps and secondary UV channels to provide detail across the whole material
the other materials are for smaller details, which do not need big textures
This is definitely an okay UV map, could be better (notice how there's a lot of empty space?). Also if any island (or islands) are symmetrical parts of the model with symmetrical textures, you can UV map them on top of each other so they share the same area of the texture
You also probably don't need 4k for this anyways. 1k is probably enough imo
I would go past 2k tbh
Again I've only ever needed to do that for atlasses
Usually my atlasses are 2k or 4k
I can get them to 1k sometimes
ah
unity says theres no avatar descriptor when there is
If you want any sort of graphic or text, you can increase the size of that area and decrease the size of others (or make it a separate island if necessary) so you get more detail out of the same texture size
with symmetrical stuff on top of one another like this?
top left are hip speakers, top right are all the ear speakers, bottom left are wrist speakers and the bottom right is the chest speaker
thats the groups I want to be the same
with facetracking what would cause expressions to not work? (like frowning activating a eye expression or making the face look sad) I hope this makes sense lol
any idea what could be causing my radials to do this?
restarting didn't help, desktop mode didn't help.
previous version of avi, with almost exact same setup (and basically the exact same animations) worked perfectly fine. only difference really is, merged a few meshes and atlased a few textures.
ok, might have fixed it, ish. unplugged headset from pc and it stopped its shenanigans. cool.
Anyone seen this error when uploading. Its in the log, I looked online but not seeing anything, Thank
throw await HandleBuildError(new BuilderException(errorTask.Task.Status == TaskStatus.RanToCompletion ? errorTask.Task.Result : "Unexpected Error Occurred"));
Show your full console
you have a missing script on the armature object, look at what packages your avatar requires. If you can't find anything you could just remove it
How do I change the purple sphere for the physbone grab? it's too big.
It is literally something weird that I haven't seen documented anywhere. And happenend not quite long time ago, maybe a few weeks or months ago.
would anyone make me this avatar? pc and quest, im willing to pay (dm me)
By default you can't, only way to touch it is to do some funky and slightly risky edits in debug mode
Okay so what I've got so far, it is somewhat based on finger length but it does not calculate properly since on some setups it gets too big.
Sounds about right, it is linked to your hand bones by default, I know you can reparent it through shenanigans but not sure about scale
yeah it would break some stuff. I wish it was possible to change it in the Avatar Descriptor -> Colliders as a separate one.
You can, in debug mode, at your own risk
does anyone know why this gets darker after exporting it from gimp?
Different color space.
What exactly does that mean? Can you show me how to fix it?
It means both app interpret color value differently. This likely because the image in unity is set to interpret as linear while in gimp interpret as sRGB.
Interesting
Usually for color texture you'd have to make sure color space is sRGB.
?tag scam
Hey ho đ I see you're looking for commissions.
You will probably receive DM's or friend requests from scammers now (or later) that will try to offer you their services. đ
đŤ Absolutely DO NOT engage with those, regardless of how competent they might seem or their excuse to why they contact you.
This is unsafe practice used by scammers, and also breaks this Discord's rules. đŽ
If you seek a creator, check out VRCTraders and follow their protocols strictly đĽş
đ It's extremely important to always DEEPLY investigate the account and social media of the person you plan to commission.
Is their social media linked in Discord? Is it legitimate? Are the references stolen? (Try to reverse image search posts to check.) đ
The quality of fake profiles out there can be crazy good, be aware of that and NEVER engage with DM or friend requests that originate from the artist.
When in the slightest doubt, do not commission them and contact the moderators of the involved communities. đą
any idea why this is happening
"this"?
it's probably a material embedded in your FBX, you can't edit those.
seems to have worked for now. Thank you for your advice!
locomotion?
what do you mean by "locomotion" exactly?
i need it to put my custom idle animation in it
ah, probably the base layer animation controller - look in your avatar descriptor, if you're using a non-default one, look there.
ok
any idea as to what the issue is here?
Haven't seen that before
Don't know what it means
the "too tall" one
i dont knwo what happened it was fine not long ago
I keep getting the error need head feet and hand bones mapped for generic rig and my I have an import error saying it canât generate smoothing groups for the viseme blend shaped
How do I go about fixing this?
i fixed the too tall one. the issue is just this now
ive been researching it but it has held no answer
Hi, I've been trying to optimize my avatar to upload to Quest
However, the download size is 14mb, which is 4mb over the max limit
This is the distribution of the file size, does anyone know what's the easiest way that I can fix this?
Thank you!
after compressed size comes uncompressed 40mb limit anyway. you have more than that in meshes only, so step one, make sure you have vrcf blendshape optimiser enabled, step two time to delete stuff, stick to one outfit etc.
and ofc resize your textures for texture part. but again, your meshes take way to much.
everything is shown as green in configure and I didn't change any names, why am I still getting these errors?
Does anyone know how to fix the issue with the legs?
This avatar stuff from blender is hard. That .blend files I got are very high quality and pre-rigged but comes as .blend files. Whenever I try to make the general rigging humanoid in rigging after exporting a .fbx file thereâs always errors.
Not to mention my avatar isnât the right color.
remaking the avatar's materials in unity is normal, however screenshot the import errors about the rig
Iâm just gonna record a video on what I do
I have nitro anyway.
Should be able to post the video.
Taking so long to upload dang.
thank you! i used the blendshape optimizer and it workedđ
Can I dm you?
Mb
Video finished
@somber meadow
I have put pants on my avatar and they aren't showing in game, what do I do?
How did you put pants?
I think used vrc fury in some way? i forgot at this point
If you were so unsure about how you did it then it likely you did it wrong.
how should I go about it?
thank you
sure
Beware of newly created account. That likely is going to be a scammer.
It's a direction where surface is pointing outward.
In your video, you didn't open the import message below the Apply button. That's the essential info we need to know about your issue.
Okay, my friend needs help finding a solution to weird cloudy/milky materials.
(sorry for the bad quality photo) But my friend was just about finished with this avatar, and everything was going perfectly fine. But when he uploaded to Android, the textures look milky and glossy (in the second picture). It's only for the Android build, it looks great for Desktop (first picture). I would REALLY appreciate any answers or ideas so I can relay it to him!! Thank you!!
This likely because the materials aren't setup correctly. Likely the metallic/smoothness map is missing.
Where do I find that
Console?
And damn do I have a lot.
Anyways found the error logs
Whatâs cs
Armorpaint isnât free so I canât go that route. Any other 3D painter softwares that are free but also good?
Blender is definitely free.
And infinitely difficult
Free or good. Pick one.
Other 3d paint softwares are also difficult?
Substance is paid
Armor paint is paid
I donât have the time to learn blender
You would need to spend time learning substance and armor paint?
I know how to use substance itâs just unfortunately my free license ran out and Iâm not paying $20 to paint a single vrchat avatar
Then spend the 5 minutes learning how to switch to texture paint in blender
Even if not blender, you'd have to spend time learning new software anyway though.
Hi! (Iâm the person making the avatar! I just joined the server) Thanks for replying! But I used the same material setup for Desktop with the Standard Lite shader, thereâs only a problem whenever I switch the build to Android. This has never happened to me before, idk whatâs wrong with itđż
Might need to confirm that you really have correct material settings so screenshot the material in inspector.
so ive waited a few hours and ive yet to find any reason as to why this is happening
Here you go
Idk how to screenshotđ
Windows + Shift + S key
Have you actually uploaded to quest to see the result?
Yuh
It's only like that on Quest. Pc looks fine.
I donât know how this happened.
This should be fully rigged already
from what i saw earlier, it was a blender rig, rigged specifically for animation in blender, which is an extremely different use case than a rig for a game such as VRChat. that type of rig would take a lot more work to make work correctly
Dear godâŚ
So what should I do?
start looking up tutorials
On what
Specifically
I mean it has bones already.
specifically on configuring humanoid avatars in unity and what is required for a rig to work as humanoid
Do you have any ideas for solutions?
Do I have to change anything when exporting the model while in blender or is that after I export to unity?
usually when i export as fbx i set it to only export armatures and meshes, set apply scaling to FBX ALL, and uncheck add leaf bones which might clean up your model a bit in your case. as for configuring as humanoid you have to click the configure button and drag in and bones that might be misplaced in the menu. if it still gives errors you might have to change the rig itself
Damn.
I unchecked leaf bones from a tutorial I watched.
Might have to try out the other things you said.
But before that
I have figure out what all this means to actually find what youâre talking about.
Because the model I bought was very VERY high quality.
$60
I donât know if you know Agrofro but he does AMAZING mods for Spider-Man remastered.
I also heard he sells the models he uses for the mods on Gumroad.
On his gumroad when buying the model he said you could upload it to vrchat.
But I didnât know it would be this hard.
i would guess (or at least i hope this is the case) that he probably meant it wasn't against TOS to upload it to VRChat, not that is was necessarily simple to do so. Highly likely the product was meant for people already highly experienced in blender and in animation
Most probably
Iâll power through this.
Might even learn something.
but everything i said about exporting as FBX is in the fbx export menu
Alright.
Iâm gonna send a photo if itâs good or not.
set this or it's gonna export every curve and empty object in that scene
Alright.
Alright I set it. Should I uncheck strip bones or no?
Also the cs thing is back
ngl I don't know what strip bones does, i usally just leave it as it's default setting
Should I be worried about this? AndâŚit happened again.
likely those are objects that were used to visualize the rig in blender, i dont really have the time to give a full tutorial on every step to take in order to remove those before exporting but i'd guess they can be ignored for now since it's just a warning and not an error. as for the errors on the rig section, again, you have to click Configure and manually fix it in that menu
Do I explode if the character is not in t-pose?
It should be able to snap it to t pose but dont do that until you fix the issues with the rig configuration cause that's not what it's supposed to look like
This is from the tutorial video I watched.
Looks simple enough
But this is what mine looks like
My brother is playing Forza next to me.
Does anyone know an issue with IK where the limbs appear to be stucked (IK not working) in my own perspective (in VR) but appears to be fine to my friends in game....
I have used CCD IK as such to target my hand
I have regular fake bones for the rigging
All my gestures, animations do work just fine...
Same with when im in desktop mode
The problem is in VR where the back arms are stuck to its side (default position) from my own perspective, but my friends see my arm work as usual
I believe this is an Execution order problem but i have no idea how to remedy this
The source code is available for free, I've got it working and didn't pay for it.
See here: https://github.com/armory3d/armortools/tree/main/armorpaint
Otherwise there's not much actually good for free. You could try ucuPaint or LayerPainter blender add-ons. And I think Quixel Mixer still is free but I didn't like it at all.
I donât think these were rigged correctly. At all.
Sure the model was rigged correctly, for blender. i believe i've said multiple times to drag the correct bones into the correct slots. this setup isn't able to do it automatically
yeah, you have a twist bone where an arm bone should be
Putting everything to none so I can re-rig it from thr ground up in unity.
I donât get this part.
It should be correct.
But when switch head to neck_twist it turns grren for some reason
Or anything under c_neck.x
đŹ yeah that was the part i was talking about when i said you might have to modify the rig itself in blender
Do I just make the rig simpler?
sure. i'd reccomend looking at rigging tutorials to understand how weight painting works cause if you delete any bones you'd have to transfer those weights to other bones. you also need to look up requirements for a humanoid avatar in unity to know what needs in order to work
Right. Thanks Iâll do that.
How long does it take for a seasoned maker like yourself do this kind of stuff?
not sure how long in any specific amount of time cause i tend to measure the amount of time i take to do a project by days. i've edited some game avatars for use in vrchat and usually i can modify the rig in about a day or less. depends on how complicated it is and how busy i am with other stuff
for removing twist bones and stuff i add a bunch of vertex weight mix modifiers to the mesh and add the vertex groups i'm going to remove to another one then apply the modifiers and delete the bones (and the extra vertex groups)
Thanks for the tip.
162k+ avatar, converting it to vrchat anywhere from 5 minute to hours - would be guesswork how its made
Dang.
yeah it takes me a while sometimes cause i try to cram avatars into good rank on quest
Itâs just for pc.
Because the webbing is seperate.
Itâs 162k+ polygons on itâs own.
I donât even have a vr headset but Iâve been planning to get one soon.
that is way too many triangles for webbing
I mean spider-man without the webbing.
still too many triangles
yeah with that amount of triangles it's going straight into the very poor rank
The very poor rank avatars are the funnest avatars imo.
your avatar could probably have half the triangles and not have any visual difference
I mean the model Iâm using at itâs best looks like an on-screen suit model from a movie. And I havenât seen any Raimi avatars that arenât from the ps4 game.
normal map detail is sufficient for making photorealistic Spider-Man suit
and nobody is going to be an inch away from your Spider-Man to notice the extra triangle count compared to the Spider-Man PS4 game Spider-Man
Itâs mostly for myself anyway.
then just upload a second variation that's actually properly optimized as you would be sealing other people's frame rate for vanity purposes
Ok ok
like most people aren't going to be seeing your avatar at all with it being very poor
I imported a model from SFM into blender, added the textures and the put it in unity and this was the result
I don't know how to fix this
Need help
You dont really bother with textures in blender much. You should import your textures to unity, make materials there and apply those to the model
Is it better to delete every bone and re-rig it myself or just do what you suggested with just removing twist bones and the other stuff you said.
just looking for general advice on my next avatar
im pretty happy on where this guy is rn
:3
(idk what he is)
anyone know how to fix this issue when the sleeves are toggled off? Trying to work on this for a friend and ran into this issue
The toggle needs to turn the body blendshape down that makes the arms like this to counteract clipping
I knew I was missing something, perfect fix thank you! â¤ď¸
you know that small circle menu you can bring up? how do you reset your avatar settings through that?
you mean this one
yeah
Expressions>quick options>reset avatar, that will reset all the in game customizations
ok, thanks
my avatar is able to walk normally for a second but goes back to sliding, I am also using gogo loco if that provides more detail
I just noticed it happens whenever I step onto a higher or lower surface
it has to do with the avatar not seeing where the "floor" is I think. Does it do this in every world or just tht one?
every world
may have something to do with avatar height/flooring
this I'll be honest I havent really ran into/isnt a issue I notice on avatars often since I run FBT
I'm actually just using standable full body estimation
so yeah that could be it, if you are trying to just have full body "float" all the time, it is a setting in your VRC menu in game
y i k e s
Hello I was wondering how do I get verified to where I can upload my own avatars?
You have to be a higher trust rank in VRC (I believe User/New User)
What does this do?
how can i record videos with vr chat camera in pcvr ?
Obs
alr thanks
My avatar lighting is completely broken. The body is more bright than everything else. While on my other avi, everything is fine (Poiyomi)
I will find someone dw :D
Basically just play the game, make friends, and if you dont already have a VRChat account you can make one and link it to your platform (Steam, Meta, etc.). After a while you will eventually get higher ranks
Ah ok thank you
if you have multiple meshes anchor them so light dont behave wierdly compared to other parts , pumkin is one way to auto do it for you
Hey so, I bought a model from someone and need help with a folder that's labeled "recolors"
anyone know what I'm supposed to do with it?
what's inside it?
pngs, an fbx file, and an spp file
ah, spp = substance painter, it's probably for doing recoloring there
that fbx is likely a model setup specifically for doing this work in substance
so... what do I do with it?
nice of them to include that
it's what I need to do the RGB thing
load the .spp in Substance Painter?
yeah well lots of creators don't do this even at $70 đ
I don't think I have Substance Painter
so I have to get Substance Painter if I want my model to have the rgb thing?
no - you'd have to get Substance if you want to open that file and do texture work there. You can do things in other ways
then what's the point of the RGB thing and the fbx file?
I don't know what RGB thing you're talking about
all the images are pngs that are like... rainbow
but substance painter makes texture work easy, lots of people use it for this
Idk how many models I'm actually gonna do anything with
this is my first time doing anything with models aside from just... getting them from worlds and stuff
but I got tired of my avatars being taken down
yep, good call
so I wanna get my own that way I don't need to worry about it
the model came with 3 things
a 1.4 unity package, a 1.5 one, and the recolors thing
which is full of titled pngs that are both grayscale and rainbow
yep, makes sense
alongside the 2 recolor "spp" and "fbx" files
is my best bet to just join the creator's discord and hope I get some help, or...?
can't answer without knowing what you want help with
I just wanna know wtf the recolor files are for
I want my avatar to be... recolorable
I just told you though?
that folder is for working in Substance Painter. If you aren't going to do that, then it's not of much use to you.
what is it supposed to do in Substance Painter?
and how much does Substance Painter cost?
Otherwise, you can bring any of the texture images used by the avatar's materials into any paint program you want
also, how much would I use Substance Painter?
I can't answer that one, but I use it often.
this too
then it may be quite useful to you, yep.
cuz if Imma buy it I want it to be worth it
no point in spending money if you ain't get nun from it, ykwim?
re: the price, you can easily google for that
You can get it perpetually for about ÂŁ170 on steam or get a subscription which is about ÂŁ250 a year
Thats a fun learning curve, you dont really need to touch it at all , ive done recoloring / 3d painted on meshes without it
...
yeah ngl
I ain't spending allat
That's adobe for ya
it's a good price for what it is really
I'll barely get by this month after spending $70 on a model
my wallet is NOT okay
is the fbx file like
an alternative to the spp?
same with the pngs?
just different options?
or?
what do I do with said 3d model?
spp is the whole substance painter project
step 1 would be to get avatar uploaded
you dont wanna start doing complicated things instantly
the files I'm referring to are supposed to be apart of the model I think
the fbx in the recolor folder is probably used in the substance painter project, again, ignore this if you are not going to use substance painter
So what do I do?
Is PumpkinAvatarTools correct?
drag the same transform (likely chest) into the "anchor override" slot in the skinned mesh renderers
handy tool to have
start at the beginning, then continue on until you reach the end.
if so, how do I do that?
I put the model in unity already and attached the addons
my model doesn't have a rig thing...
"rig thing"?
like
the guy said "make sure your rig is setup as humanoid"
"select your avatar's model"
but there is no thing like the one in the video
"model" being the model file, a .fbx. If the creator provided you with a sample scene with everything all setup already, then use that
it says it's ready use
uhh
what?
Is there a youtube tutorial?
Its about the transform thing
Like do I need to drag my models into it?
Like clothse
clothes*
and other?
No, in this case a transform is a bone.
Having issues uploading a model. I'm at a dead end here. 
Having issues trying to upload an avatar. First time using the Creator Companion from using Unity and importing it as a package.
I've got everything set but I'm getting the following error when trying to Build & Test.
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.Build (UnityEngine.GameObject target, System.Boolean testAvatar) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2259)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.BuildAndTest (UnityEngine.GameObject target) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2597)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder+<>c__DisplayClass104_0.<CreateBuildGUI>b__3 () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:1973)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <27124aa0e30a41659b903b822b959bc7>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.Exec () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
No idea what's causing this
Look in the console for errors
Build and test - is this for android/quest?
Sorry if this seems a stupid answer, for desktop? o.o
no that's fine - "pc" in that case. Any other errors?
Any ideas on this?
Sorry I'm not very good with these things.
Sorry! Right, just this that's all, no other errors.
you have 37 errors - see the red symbol at the upper right of the console, click that to show them. Paste the first 2-3.
"missing script" - install whatever requirement you forgot
Is there a way to tell what scripts are missing? I uploaded everything on the avatar correctly.
I think I got it, I just re-imported the whole thing again.
so
I got my avatar uploaded
now I need to make it quest compatable
it says it uses unsupported shaders and I have no clue how to fix that
#avatar-quest but also there are tutorial videos for this too https://www.youtube.com/watch?v=VCH7NCJi7MI
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