#avatar-help
1 messages · Page 43 of 1
You'd have to record multiple blendshapes into one animation.
any way to make it limited so they can activate them all at once? its for a commission so i need multiple blendshapes to be activated at once using the puppets
oh let me rephrase, so they can activate seperate ones that they want
That's lot more complicate than it shouldve been. I don't have an answer to that.
dang sorry about that
they just want to be able to control blendshapes for sizing different parts of the body :/ trying to get that to work
That would be just regular radial puppet. But you also asked for a radial puppet that can control multiple blendshape?
yeah, kinda hard to explain without showing the avi, and I aint gonna do that lol
so just multiple controllers to change the size of thighs, belly,butt, and chest seperatly but can still be all acitvated. 😭
That'd mean one blendshape can be controlled by 2 or more radial puppets?
uhhhhhhh doesnt work????
Did you actually have extra camera in your avatar?
no
shit ok, yeah im not explaining it well sorry, seperate radial puppets to control the value of blendshapes seperatly
Then that wouldn't mean it doesn't work.
but they still want to be able to activate multiple at once if they do please
like the avis that have control to change body proportions
again, sorry if im not explaining well, its for a comm and I dont use radial puppets much
like the camera in the scene or the camera in blender
So you have one radial puppet for controlling multiple blendshapes, and other multiple radial puppets to control individual blendshape?
Inside of your avatar object in unity.
second one, multiple radial puppets controling individual blendshapes
It's just regular radial puppet then.
if im not explaining well i do apologize, and appreciate your help
so weird, when i try to make it, it just makes the others not work 😭 ill keep trying stuff and see if I get something to work
Just make sure that each animation doesn't control more blendshape than it should control.
oh wait
im stupid
now I know why
the other anims had those blends at 0
ill be hanging myself now, thank you for showing my fatal error
Then check for view position in avatar descriptor.
That worked but now it's getting stuck in position and not going back. Should I just add spring?
Increase Pull.
is this good
Can you expand heirarchy of your avatar and screenshot it?
yall know what this is??
Also screenshot view position in avatar descriptor.
Your avatar model oriented wrong way.
ooo, perhaps where did you get the dracoblox vita mimic skin model from? :0
any fixes or will i have to scrap the model?
yup
Re-orient avatar model in blender.
where you get it from tho
made it
nice, was thinking of modeling my own too, didnt know if you got it from the game or found it online
huh? banned from what? vrc?
pillar chase
I found nothing wrong. Just in case you should remove camera in blender as well so it doesn't get exported with the avatar model.
i did
sorry but how? do i just rotate it
doubt you would
Yes. Rotate it. Face toward -Y direction in blender. Apply rotation to all object.
Question: For toggles like clothes how and where do I make it so after I toggle a new set it will change to it without having to toggle the previous one?
that worked but now I can stretch it, I have my max strech set to 1 as well
Can or can't stretch?
just create a radial toggle with all combinations lmfao
Max stretch can be more than 1.
lemme try
thank you so much
So i have a generic avi with a anim toggle but ever since I added it the locomotion doesn’t seem to be working and only the idle plays, anyone knows how to fix it?
i'd still use humanoid
Well this is a generic model made for desktop
otherwise no bones will move
Only the idle will play
well it should still be humanoid as locomotions need bones to move
still not letting me strech
Also increase stretch motion.
This is what my stuff looks like
I've now set stretch motion to .5
still not working
Doesn't strech one bit
I looked more into it, I open Scriptable Render Pipeline Settings and nothing is in it
@hollow harness wha
you just have to create a new material for it
I don't know what I'm doin
expand your model in assets, select all balls, right click - extract
now theyre editable
ye
how about doing the rest of what i said
Oh
People say remove upper chest bone and change chest from spine2 to spine4
Do I still need to do this?
Did you edit the avi in blender?
cause your bone names are wrong
Or at least it isn't your conventional armature
If you have cats hit fix model and it'll fix all the bones
If you didn't save the scene then it's gone.
can i still keep all my animations?
i have them all right now
im just wondering if theyll still work
It's saved in your assets.
yeah
but i was just wondering if theyll work on the new fbx
Given object paths are the same then it should work.
is there a way for the model to have the animations? when i click on him and go into the animation it doesnt show anything
You need to add Animator component with controller that has the animation.
okay it worked it has the animations now
im gonna work on getting everything situated again
Hi! I made my Shinano’s ears sideways with blendshape,but it seems that the physbone is still stood up, so the contact point is different
Is there any way to make the physbone sideways as well? Thank you!🙏
Blendshapes on move the mesh
If you wanna make the ears go sideways you have to pose the bones in blender and export it
you do that in pose mode then in CATS select apply as rest pose
How do I fix my imposter being stuck in a T-Pose?
has it got an FX/ locomotion?
You'll need to give it that in the animator like this
(I don't have one since I use gogoloco which uses VRC fury to add it)
Thank you! I’ll give it a try
Restart unity and upload again
This show it not stretching, I even found an avi with the same setup and that worked unlike mine
Close and open unity
Also I'd use vrcquesttools to convert for quest
I made it quest compatible
Well use vrcquesttool anyway, I never have issues with it
ok... where do i get it?
I have gogo on it
Is that vrcfury installed?
Or manually
If it's a follower just use the regular vrclocomotionlayer
Only use Gogo on your main model
that might be the issue
what
im using an old vrcsdk
I'd use the latest
i can use gogo on my quest upload without issue also installed via vrcfury
I have issues with the latest
Can't remember what it was but ill try and upload and tell you then
It's not the main model I don't think, it's for an avatar follower like the amongus things that move with you
so youre saying he is trying to add gogo onto the follower
why would anyone do that
So I said to just use the vrclocomotionlayer
the follower is nothing that can be controlled by a human
idk why you'd need it since I've never messed with followers
Follower??
you said imposter right?
Or are you talking about the generated model vrc can give?
The generated model... Yes.
It's not, though
Or instead just questconvert your model and strip it down to the bare model with things that work on quest
I already have a quest model
Then you don't need an imposter
I do, but okay
The quest users just have to turn your avi on
what is this conversation
Imposter avis are only a simple way of having a quest compatible avi that's all
I'm just asking how I can fix the t-pose issue
or at least I believe so
It's not, really
Then I have no clue
It's more of a replacement for a fallback
So you still get a preview of the persons avatar without turning it on
i think that might be vrchat side bug. there's a canny about that -> https://feedback.vrchat.com/impostors/p/impostors-sometimes-t-posing-randomly
if you have this issue, paste avatar id to StormRel's post (yea, if you don't want, you don't have to do)
I didn't know this was such a rare issue. I've seen this absolutely EVERYWHERE
About half of the imposters I see are t-posing, lol
Hi, does somebody know what the difference between the FX ans the Animator -> Controller on an avatar is? Both are animation controllers
@ivory whale https://creators.vrchat.com/avatars/playable-layers/
tldr for humanoid avatars you have 5 layers each of them is separate animator in unity.
on upload they get compiled into a single final animator automatically
yeah, I see, I was just completely confused from yesterday because I tried to make a facial expression functionality by turning off tracking on eyelids when doing so but never got it to reset itself on disable
it's still a bit confused about how the system works
I tried it (with set defaults on) by gating my animation between 2 tracking toggles which should make it safe but it seens like it still somehow kills itself
so i should make a playable layer for that i think
fx is a playable layer
you need to switch tracking state off (animation) and then back on after youre done
lemme check what i did there
but i dont know how i would do that with a toggle for my facial expressions
cuz it aint blocking
and i don't even know how i get it to wait for the user to disable the facial expression
well ye better bring some pics of layers to see what youre trying
yes
but i think that's not how you should use the avatar parameter driver
well you just need two layers for that
how?
no I mean, how should i split it into 2 layers
like this goes into separste layer and then it runs independently. no need for anystate there.
or why
well cause only one node can be active at a time
so if it goes into expression it cant go to action or smth
yes but this thing now decides whether it has an ongoing facial expression or not
and if not it tries to reset the tracking if it needs to
and if yes it sets tracking
wait i see what you did, thats
but it think it just doesn't work because it isn't intended for this kind of stuff, or isn't it like that? (I mean the parameter driver)
overall thats a bit overcomplicated. do you need toggleable via menu facial expressions?
btw I forgot, this sets tracking state to animation (I removed it previously)
well, entry -> idle (with set to tracking) <-(if face = X/face is not X for back)->animation (with tracking switching to animation)
for what even is entry
entry is just start point. also it goes there after exit
but you dont need exit or anystate
entry fires once. anystate will fire every time some condition became true
or you can do it via anystate
oh, but how does vrchat handle playable layer weights then if it has 2 triggers
anystate, face=0 - goto idle(tracking), face =X - goto animation(animation)
@ivory whale what
execution order or what
yes
well, just dont make it competing in your logic🤷♂️
I see xd
layers themselves have priority, lower layer=higher priority. inside layer itself shouldnt expect anything
im trying something new
isn't it possible for me to let it wait for the animation to get cancelled user-driven
with entry
so i do something like this here
(look at Fun)
what
just infinite looping on the animation until the boolean changes
and then set back to tracking mode
you do it by having exit condition
ie next transition checks CurrentFace not equal 1
does it wait then?
ye
last time it somehow didn't
next condition is false so its stuck there
well you had anystate
so it could always jump to anystate transitions if one if them is true
exit time doesnt let exit current state even if the next transition is true unless X (75%) of animation was played
but if transition is false it wont go anywhere
ohh
like you start reload gun animation, it must play fully untill it goes idle
i set up most of the things correctly
omg
it works
xd
thx
I now also know why it didnt work last time
i think i uhh
didn't point all ways to Exit
(as I used Entry)
exit and anystate are optional
you can always just go back to idle with the same effect
ye but as I empty-ended it it went stuck
is it a good practice to set transition time to 0 on functional transitions?
like this
(Action is just empty)
I think the best way would be to set the parameter via the parameter driver in the hand controls
so i don't need double-handlings
Can someone upload a avatar to me
thats kinda not allowed
Has anyone ran into this problem while uploading avatar? Seemslike something is wrong with modular avatar?
out of nowhere my toggle lost all its textures along with the other material changes it had, is there a reason to this?
Problem solved by updating modular avatar to latest version
asking again, I'm getting a weird issue where the toggle for my character's third eye won't work properly. When I select the option to open it in the radial menu, it will open, however, there's no spinny arrows that appear and I can't close it again.
can you show how the toggle is setup?
perhaps the menu control is not a toggle but set to something else
yeah this looks fine
ive been testing it with the gesture emulator
hi. i need some help with replacing avatar's model. i have an avatar, and it's author allowed to edit and use avatar however i want. i have unity asset with avatar(animations, custom emotions, etc), maya files (i dont have maya, so not relatable for me), fbx file and textures(avatar can switch between them, im not sure how.)
i tried to just edit the fbx file. first problem - for some reason the model after importing in blender doesnt have texture.
ok, i tried edit a little bit model - i added a scarf, parented it to armature, wieghtpainted. when i imported it to unity, now i have no idea how to replace the model. i tried to follow many many many tutorials, but they doesnt work, i tried to use pumpkin tool, but it doesnt work too.
is there any chance how to just replace the model, without ruining the avatar or i can only create new one from scratch?
im sorry if this is stupid question, but im noob in vrchat avatars thing, i just need some help...
You might have to explain more detail of what it does rather than "doesn't work".
um. well. its just not working. i dont know how to explain.
maybe it helps to refer to what youre expecting and how that expectation isnt fulfilled
What isn't working? Do you mean the scarf? Model rigging? Or something else?
idk
now its getting silly
btw when using hand gestures, should i put it in the animator controller or in the FX layer? (it toggles stuff that gets processed in FX later)
im just tried to follow tutorials and the model replacing isnt working
you wont get help for "idk" and "its not working"
well. i wanted to open the avatar in unity. replace the model with new one i modified in blender so it will be the same avatar but just model is replaced. and it didnt worked bcz the new model does not replace the old one as it was in all tutorials i have tried
im importing new fbx, change in the "rig" tab the type to humanoid,placing the imported fbx in scene. open pumpkin tool, select the old and new models. click "copy selected" in "copy components".
Did you actually assign parameter file into avatar descriptor?
result:
Do you have more than one avatar in the scene?
yea but theyre all off and the one that is on has no avi descripter n is for the thumbnail
i have no idea at all how to replace model, and following tutorials not working. thats why i came here to ask help how to do it. i have no knowledge at all and the information in internet doesnt help. thats why im asking people now 😭
My final verdict would be you might had a wrong parameter file assigned in your avatar descriptor. The screenshot you provided had limited information to tell what's going on.
hello i just started making avatars from scratch and everything seems fine till i click gesturemanager this is what happens to my clothes and in game too i have watched multiple videos and have done what they say and i am just at a lost of how to fix this. can anyone help?
How did you put on the cloth?
i edited it blender first and then i took it to unity and put it on
On side note, that isn't "from scratch" rather it should be called "kit bash".
ah i see!
You have to make sure that the cloth and body armature are the same, in both name and location, and weight paint on cloth must match with what the body has.
i looked all over my controllers, there is no parameter driver controlling the third eye toggle
okay i will check it out thanks!
ok so since kapa.ai is completely useful
dawgs i am so tired of the fact that i cant ever seen to edit animation clips in unity
every. single. time. for every single avatar or prefab if i find an issue or need to swap out what animation clip calls what material even! they're always greyed out and literally nothing ever tells me HOW to actually make animation clips editable!!!
animation need to be on something before you can record (mesh/gameobject/whatever)
they are!!!
i'll actively be working on trying to fix material issues that happen because of animation clips and i can't edit them despite the avatar being right there in the scene and NOT in prefab mode!
Did you have animator component and controller assigned to the component?
i'm trying to reposition an unpacked prefab and everything is on the avatar, FX, write defaults, etc, it works even in Gesture Manager and AV3Emulator
I just.. Am not allowed to edit the animation clips.
that are right there
Can you screenshot animator component to confirm?
I need to reposition a couple of restraints to line up correctly and apparently the only way to do that for this prefab is to edit the animation clips used for the mouth and i'm so tired dude i don't know why they couldn't simply use normal constraints 😭
no difference setting up vrcconstraint
this component or-
The animator on the mesh/object
where would that be 😭
usually if a prefab can be moved between multiple spots, each spot has one singular parent constraint and you dont have to fidget with it too much you just unlock, move, lock done! but noooo we gotta be fancy
sounds like more work then just using the component
That's animation panel. Animator component is the one you added to your avatar object.
In the same way as avatar descriptor.
found out how to add one
avatar : none wont work
I don't know where to really go for this, but when I merged the vertices of the neck to the head they kinda did this and its all shadowy and doesn't look that seamless or smooth. Is there like a quick fix for this or am I going to have to fix the uv map in that area or something?
i know none wont work, dawg... i literally JUST added it.
you may be able to select the faces and do "reset vectors" in the normals menu. Definitely check the UV map too though.
i'l mak this mastepiec!!!!
ugh im just going to scrap the prefab itself and find something easier to work with that isn't held together by hatred and scotch tape
where do i find reset vectors?
"in the normals menu"
alt+n or mesh -> normals
thank you
im trying to do a material swap with these two textures of the tattoo of two different skin tones. i already sucessfully did it without the tattoos how do i throw on the tattoos on the avatar and use the radial menu?
Search for a tutorial of how to make radial material swaps. There's a few good tutorials
Easier to watch it happen then try to follow through text
Thank you!!
Anybody fancy with physbones? Gotta fix them on my personal Shinano for her ears and tail.
My bf mentioned something about limiters? 
The tail and ears just move too much. The ears will flip over themselves 
Also used the stiffness setting enough but don’t want her ears or tail too stiff
Since they have animations
yeah use an angle limiter, I use about 45 degrees
Angle limiter at 45°, got it
adjust for your avatar obviously
Thank you Kazin. You’re always very helpful 
Mhm, it’s for a personal. The ears and tail are from different sets as well
the curve may be useful too, make them have less angle at the root and more at the end. I do this for tails too to prevent them from doing weird things
You can sorta see her tail here in blender
wow pink
But its one of those puppy tails that curves up and over
Yehh my blender pink LOL
More pink in unity
so i tried to throw the tattoo one but when i turned it into a materail swap for radial it did this i just want the tattoo on both skins tones and make it into the radial\
I got it
Can someone upload a avatar to me i need to clone it i give money for it
Ask vrctraders
1: giving someone your account info is risky 2: you'll only get scam DMs about that here, and if its a premade model you purchased contact the creator 3: once another user logs into your account both of your account will be joined (as in you will appear as that users alt account so if they recieve a punishment/ban of any kind it will also fall onto your account)
I say i clone it
@frigid adder do you have a pc of your own?
It doesn't need to be a gaming pc to upload with Unity
if its a bought avatar their tos usually against giving the files for it to others or straight up 'do not set this to public'
I have a pc but it dont have a grafic card
you dont need proper one to upload
not sure how low unity or blender can go before it goes , nu uh , used it on a ancient nvidia 560m once
Definitely not Windows XP
@frigid adder If you hava an official vrchat account, you can sign into your account at the vrchat website, and go to download
Tab
I have try i cant
So just before Windows 10 came out
i dont think theres a single reason to run a 64 bit system and not win10. oh except some ancient mobile igpus from radeon dont support it.
Quick question guys. If you upload to android and you don't own a quest, can a questie clone such a model from you? Or do you have to wear a quest in order for the questie to clone it?
It will have to be set to public for them to clone
You'd need to wear the avatar either way, you can just upload it for both versions, they'd only get the quest
Brilliant! Thanks
If you have a qualifying Android phone, and it's poor or better, you can see the Quest version yourself. Very poor is iffy switching between showing, and showing your fallback atm
Anyone aware of how to fix overlapping expressions aside from taking them off one hand? I assume it relates to shutting off write defaults
@onyx pecan uh android phones dont show very poor like period, arent they
@round comet well, easiest way would be to have every other expression in animation clips to be set to 0
Oo so how do I go about that? A bit dumb with some unity stuff
How do I add a png texture to an avatar? 😭
You put the png in whatever material slot
you put the image in a material, then the material into a material slot on some mesh object.
@round comet find and edit clips so it sets other stuff to 0 on top of setting one expression to 100.
reset layer wont help you with having two expressions at a time
I see 
well maybe my idea isnt great either, one hand will always override the other
Yeye I’m fine with it overriding as long as expressions don’t overlap in-game
idk, i always do both hands in one layer
Like if I have a peace sign and an open hand the expressions mesh into one
And get all weird
In-game I mean
yeah using one layer for this makes it easy
if its cloning that might be fine, though if its a purchased model many/most prohibit public uploads and filesharing like thulen said earlier
How do i add vrcfury via vpm
Oki, thx, i assume you mean vrcsdk?
me? no?
I mean you need to add the vrcfury repository to vpm's list before you can use it
(I forget the url but it should be listed on the vrcfury website)
Oki
Ok, what command do I use
I can't figure out vpm to save my life
Nvm
I forgor google is a thing
Does anyone know how to fix auto rigged models? Like bone renaming and weight paint fixing, if someone could do it for me a few times i'd pay
Pay someone to do it
meh has no money
Then don't expect to find someone to do it for free
Go to vrctraders. https://discord.com/channels/189511567539306508/1204506421631393913
:ooo how did u make it pink
Its a theme! I found it online. I can dm it to you if you’d like
Oh I'd love that, yes please!
Alrighty :-D
@cosmic igloo use mixamo it generates very nice rig
How do I add vrcfury via vpm? It wont let me, and the documentation for adding vrcfiry via vpm is nonexistent
i have like 3 dollars cash
^
What im trying to do is fix something to have like a vrc ready armature while keeping blendshapes, would it do that?
I need help
@cosmic igloo no, it rigs from scratch with new armature
I bought i Avatar and i got a PC version and Quest version. I have no problems with the PC version but the Quest version dont want to work
https://youtu.be/jDNHcNi87qs, Link is offline bc of Privacy issues
@cosmic igloo i mean blendshapes should be fine.
Okay i'll try that, thank you
How do i figure out where vpm sent the repo i just downloaded
Is it like an addon or what is it?
Anyone here familiar with Blender and Unity? I tried to export an FBX from Unity into Blender and it loads like...this.
Malwere, I love your name, great pun
It's supposed to be a suit of armor wtf
oh thanks!
contact the creator about it though im guessing their package is outdated since very few creators actually make their quest versions optimized
did you need to actually export? It may be there's a .fbx file in your project you can just load into Blender
I checked, it could be in the unity package, but I don't know how to open that.
well it'd be in your project, right?
besides, I modified the model a bit (deleted extra parts) in unity and I want to import that instead of the base version, which has a lot of doodads and stuff that would be annoying to delete in blender
in Blender: file -> import -> import fbx, find that file
but I'm not sure that would do something like this tho
I already had a conversation with him, and he doesnt have the Problem and he suggested to me to talk to VRChat support. I thought i could get help here
yeah that's not really going to work well that way
I'll try
I still don't know how to get vrcfury into my project via vpm
my blender is broken my avatar model and textures brake a bit whenever i press fix model like the eyes texture is just not there and the shoes have holes and arent the right shoe
what part about what I told you didn't work?
Hi everyone this is just me being a Blender noob but how is it that my textures are applies but i cant see them in normal view? However i can only see them in Texture Paint Mode?
the little bubbles at the upper right of the main view there are render modes, probably you aren't in the one with material preview
Nvm, im stupid
Yes thank you haha
how do i ensure gesture mode is choosing the correct asset when going in playmode?
it says my avatar dosent have a descriptor when it does, so im thinking its choosing one of the toggles when i enter playmode instead of the avatar itself
disable the other avatars.
not sure why it'd choose another asset then
my blender is broken my avatar model and textures brake a bit whenever i press fix model like the eyes texture is just not there and the shoes have holes and arent the right shoe
Install fbx exporter on unity, then export the model you have in your hierarchy
what makes you think you must click fix model
isn't that just for vroid models?
It's for MMD models mainly
yeah that's what I'm using lol
you don't export models from Unity at all, you should already have the model file somewhere in your assets
that's ideal, yeah
can you help me
you haven't shown us anything about what you mean, so there's really nothing we can suggest at this point
I did find it, thankfully, I'll just have to do my edits again tho.🤷🏿♀️
I have no idea what you are trying to show here
Did the model come with instructions that you might've skipped over? if not then can you explain a bit better what you mean by " dont want to work "
Yeah assume nobody here has ever seen your model or project, so you have to explain everything in detail
Why are you pressing fix model? What are you trying to do
i realy dont know im using a two year old tut
okay so again: what are you trying to do?
Hi Again, Sorry but with CATS when i try merges the pants (Ameture002) to body (Armature) The bones of the pants i thought are supposed to dissapear and assume the bones of the Body?
I know i could delete the bones of the pants and merge the meshes but AFAIK the weight paint wont transfer ?
weight paint is in vertex groups on the mesh, not the armature
the mapping is based on name - vertex group name matches bone name
okay so should i just delete the bones of the pants and then merge?
change armature modifier so it points to a different armature, test
I generally don't merge. I'd name the pants vertex groups to match the avatar's bones (if needed) and just change the armature modifier
Quick basic Blender question: I made a pose in pose mode but it doesn't stick when I switch to Edit mode. Is there anyway to make it stay?
you can apply the pose as rest pose, there's a few tutorials on youtube about this
yeah I click on that function and it just resets back to the previous pose (I'm trying to put it into a T-pose, but it's default is an A pose)
I said to look up tutorials because it's more complicated than just clicking that option in the armature
You have to apply the armature modifier as well
Click the "edit mode" button in the armature modifier, at the top
Oh that too
you shouldn't need to apply for this unless you want this pose to be the actual rest pose
It probably should be a t pose anyway
but.... editing while the armature is posed isn't really ideal either - what are you trying to do?
oh T-pose, sorry, I caught up
switch it from A pose to a t pose
so yeah, you would apply that if you want to switch to T pose
top where?
of the armature modifier - but this isn't the thing you want to do here if you're trying to actually change it
so my generic avi has a toggle but the default state overrides the locomotion so it only plays one animation, any way I can fix this?
so what do I really do to change from A pose to t pose...?
How do I add the vrcfury component? My hierarchy looks like this
apply the armature modifier, as others said
which component?
Idk
figure that out first then
you just need gogoloco, and vrcfury imported into the project. Open the gogo folder and drag whichever gogoloco variant prefab you want onto your avatar in the hierarchy
there's not really any setup
I have to link it don't I
Wait, that's for clothes, still wanna do that eventually, but def not as important
The components are already setup in the prefab
screenshot your hierarchy
I got my pose working! Time for another silly question ig 💀 I'm adding a clothing item to an avatar that I got from Booth in Blender. But the clothing item is an fbx with bones in it. Do I delete the bones after I've posed it?
You're using the wrong prefab
ok, which one should I use
There's 2 prefabs inside the root gogo folder
I have demo, goloco, and gomodel
go into the GoLoco folder, inside that folder should be 2 prefabs with "VRCFury" somewhere in their name
Anyone know why the arms is not bending correctly for crossing arm and stuffs?
If you want flying, you would want beyond. That's their main differences
I need quest compatibility
doesn't matter
you are stretching out the arms
I'm not tbh that's why I'm confused
you are stretching out the arms of the model
It looks like it but its not , irl I'm crossing my arms like normal but it ended up like that
Can kitbashing avatars break expressions?
hard to say since "kitbashing" is such a broad concept
that's because you opened the prefab, click the back arrow on the top left of the hierarchy. Drag it into the avatar in the hierarchy instead of double clicking it
I merged the head and arms of one avatar with the body and legs of another. My avatar has the blend shapes for the facial expressions, which do work in blender, but it doesn’t work after exporting it to unity then vrchat
guys i just found out substance painter costs money, there any good free alternatives to make avis?
for 3d, there's also ArmorPaint, blender add-ons ucuPaint and LayerPainter, probably more
are the blendshapes missing, or what does "doesn't work" mean?
I did drag it
ok, it was bc I had it in prefab view
the blendshapes work in blender for my avatar, and work the same as a base ampwave, but ingame, the face is stuck in a blank expression regardless of what I do
Do they work if you move them manually in Unity?
hm... ima try that
wait.. how do I move them manually?
inspector for the mesh object, under "blendshapes" - drag sliders while watching the object
select the mesh and open the blendshapes dropdown in the skinned mesh renderer component
ok... all of the blendshapes work as expected in Unity
show the vrc avatar descriptor on the root of the avatar
especially the "playable layers" part
i was thinking lipsync
ah yes, if we're talking specifically visemes
click detect automatically below the mode selector
ah.. these look right
looks good
also, check the humanoid avatar definition and make sure the jaw bone is not mapped
otherwise, it will always be slightly open in game
I already unmapped that bone, but I did double check and the jaw is unmapped
Guys, I need help, I'm adding a clothing item to an avatar that I got from Booth in Blender.
But the clothing item is an fbx with bones in it. Do I delete the bones after I've posed it? I've gone ahead and sculpted it, do I delete the armature in the clothing before I weightpaint it to my avi?
Or should I keep the bones? Anybody?
do you want to add it in blender or unity? if in blender, I'd look at the clothing armature, and if there are any bones not in the base avatar, consider how you'll merge those. If not, then just delete that, use the avatar's armature, and make sure all the clothing vertex group names match the avatar's bones
blender
if you changed it to use your base avatar's armature, you can delete its own armature
both avatars have legs, spines, hips, etc, the only thing that the outfit has that the avatar doesn't have are a few extra bones in the cloth part of it
how do I do that?
Also if I do combine armatures, do I still have to weigh paint the clothing?
Mesh has to always be weight painted in order to move
I usually strip out anything but the add-on bones, join that to the avatar's armature, and re-parent them accordingly.
if it's already rigged, it's probably weight painted, that was why I said to check vertex group names, that's where weight paints are stored
ok, so delete the legs and arms and stuff that are the same as the avi, then fuse the mesh and its remaining bones to the avatar. then parent those remaining bones?
Also make sure vertex group names are the same
If clothings arm is called "lower arm l" and base body is "ArmLowerL", they wont work together
Case matters iirc
ok I'll see what I can do
is there a way to fix this?
always explain "this".
I'm guessing it's the crease? Fix weight painting.
are these the vertex groups?
Look in the properties box, in the orange triangle section. That's more useful than in the hierarchy.
but yes, I believe so
I don't know how to weight paint yet 
no time like the present for learnin' 🙂
uhh I see this, do I delete the ones for parts of the mesh that don't exist anymore?
for example, the "distal_finger" parts on the mesh got removed
oh those were finger on a glove that I removed, since that mesh/vertices are gone, I guess I can just remove them.🤷🏿♀️
seems reasonable
ok, deleted all the vertex groups and bones I don't need, now...how do I fuse the remaining bones and it's mesh to the avatar exactly?
I should mention that the only bone I kept in the clothes that has the same name with the avi is the Hips, should I delete that too, orrrr...?
fuse?
you connect an armature to a mesh object with an armature modifier on the mesh
oh! merge armatures? select source, then target, then ctrl+j
not really an avatar development question, maybe ask in general or #1138891887374237706 ?
Question: I am trying to add this Avatar Asset and i'm not sure what I am doing wrong here. It shows in the manual that there should be a window called, Okaeri. But on my end it does not show after importing the custom package.
FYI that's an old Unity, you might consider updating that.
I did downgrade the Unity program so that it was the same one used in the tutorial because I was having the same issue with the new version
ah, you'll want to downgrade the VRChat SDK too then.
For this issue, any errors in the console?
So I downloaded the SDK version it tells me to in the manual and its for the 2022 Unity version. So setting that up now
You can only use SDK 3.4.2 on 2019
They have me using SDK 2.4.1
Ah I see! When I start a new project, it downloads the newest SDK. Got it!
Nvm, i'm dumb. That is for the creator companion. I'm just going to make a 2022 Unity Program and see what happens ig
I wanna mess about with avatars but for some reason I seem to be completely incompetent with Unity and the VRCSDK. What are some good resources to help me learn? I hate the feeling of bashing my head against the wall not knowing what things do, how/why they work or how to do anything.
playlist by Sippbox, as a lot of good tutorials for basics
https://docs.vrchat.com And also the classic but still useful official docs
Appreciate it, I'll review stuff when I've stopped pulling my hair out over things 😓
If you need help about something specific don't hesitate
hay i have made a new avatar and when i upload it all it dose in game is t pose
possibly it's not setup with a humanoid rig?
it is
even the camera is in the middle of the head even though the descriptor is properly placed
if the model's .FBX is 100% set to humanoid check that its weightpainted properly
im trying to upload my first avatar but i dont know how to fix these, i have the rigging right i think? and all the stuff i see online is confusing so i dont know what to do (this is the first time ive used unity)
oh and the model didnt import with its materials so its all gray
"Hips" should be in the hips slot, not "Armature"
in the hierarchy, open up Armature so you can see the Hips bone, drag it into that slot.
I've seen that a few times recently
it still has the same like thingies
click done or apply or whatever it is at the bottom
i did
ah then there's some other issue too
shucks
Anyone have a better example of Extra Child Transforms for imposter settings? Im not exactly understanding the documentation.
is there a way to make particles render in front?
Im trying to understand visually basically. What does it even allow?
like make them appear even when cliping through the avatar
probably increase the render queue value in the shader
im using default quest shaders
i want to make that appear when speaking yet also not clip through my body
the reason im making it a particle is so it can be properly visible any way you look at it
ah, I bet you can't do that with those
if this was a vrm originally did you take it to blender and run cats blender plugin to export it to unity?
do you export it with cats?
i used cats
did you do 'fix' model first? and yeah exporting it through cats is what i do, i havent tried it otherwise.
If you need to make changes in your current unity scene and dont want to 'start over' you can also just re-export as the samefilename.fbx and overwrite the asset in unity
wdym is there an error screen for this?
no
and also 100% make sure you do backups before tryign stuff!
is the tutorial made for that specific avatar? otherwise i would totally run 'fix' as well as create visemes and eyelook with cats in blender
for now i would skip atlasing or custom model creating until you have a better grasp on the process and what kind of features you wanna have in game
yeah cats renames and deletes unused bones so i figured thats why ur rigging doesnt seem right in unity
but thats what im doiung rn
i made the model already
err custom model creation is a cats tool that lets you combine armatures* my bad for not specifying
ohhhh
yeah i was so confused
oh and that was also what i used to connect everything
aha yeah sometimes that can act a little weird, so definitely run fix after using that
and check stuff out in pose mode before export to make sure all the weights transferred right, sometimes id have weird errors where like suddenly my right arm moves the left arm clothing i added or somethng lol
should just be at the top right of the cats menu, export and then export it as fbx for unity
i hope this helps get you closer to uploading your model!
thank you sm!!
is there a way to make it flip directions while being looked at?
like depending on where the camera is facing i want the particles to flip like the 3rd image rather then clip through the head
3D or 2D models
does anyone have the link for me to import in gogoloco i accidentally delelted it from my files\
Hello, so I'm trying to create an avatar and I've been able to set up his mouth and even some phys-bones correctly, but when I use the avatar in-game all he seems to do is t-pose, I've made sure his rig is humanoid, I can't seem to fix my issue
just search up gogoloco 1.8.3 i think
it should be the first result
is the humanoid rig properly set up?
Also in the "controllers" section, there's 2 that I can click, yet they do nothing
Welllll there's no red
Need help I want audio for my avatar but when I try to upload my avatar it gives me an error. when I click auto fix it deletes the audio source from my avatar. how do I fix
And he doesn't have legs so I didn't attempt at setting them up
quest cant have audio
you need legs
just dont weightpaint them
but make sure to have the bones
Oh alright, I'll do that
Along with that, is there an easy way to switch out my model while keeping all it's settings? I added like 5,000 things and don't wanna redo all that
you can't use audio on quest
no
Oof, alright
sadly not as far as i know
can someone help me with this
you could use pumkin's tools to copy everything to a new avatar
Also for some reason when I try to do eye poses he just dies but eh
Hm, I'll check that out
or just duplicate the avatar in the scene and disable it, it can stay there as a backup. Just remember if you change anything that's its own file (animations, images, etc.), that's not copied
This good?
you could try orienting the particle renderer in the direction of the particle's velocity, it should be one of the settings, the one with "Billboard"
i tried that but it only faces one direction
ah yeah, it would
i would like it to face the camera but rotate and flip around halfway through the head
something like this
What does this mean? I thought the shoulders were optional?
Oh
how do i fix this, it only happens when i brought it to android
auto fix?
fix what exactly?
or the performance, because if its the performance thats normal
im led to believe something in there causes this
thats the unity version
Fix that then restart unitu or reload the sdk
sorry if the pic quality is crappy (I'll printscreen if necessary) but in the first pic, I'm trying to join two armatures together. In the second pic, I've joined them together, and it looks...like that. I want it to look the same as the first pic, what do I do?
it is not really reasonable for a person to make those kinds of movements. when testing, always consider the maximum flexibility of people.
you may need to apply transforms before joining. Ctrl + A > All Transforms
also, please do not take actual pictures of your screen, use Win + Shift + S to use the snipping tool, and ctrl + V to paste the screenshot in discord.
ok I'll try that
yeah my computer runs discord really weird, so I have to use a really roundabout way to take pics sadly 😥
Also, do vrc avatars need knees?
Oh wow
increase your 'trust score' to rank up. vrc+ gives you a base amount of 'trust points' and is only guarenteed to get you a rank up from the visitor rank to new user(I think thats what fpaul said the other day)
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
so if you are using the same account you paid for vrc+ on you should be new user rank
any quick way to do that?
PLEASE
vrc+
i have vrc+
yeah theres 2 accs with your name
.....ffs
oen with vrc+ and one is a vistor
we gotchu fam
why do you have two accs
oh wow
Just publish
because im an impatient fuck who got tw oaccounts mixed up
what does impatience due with having two accs
same name jsut one has numbers xd
Just publish
nvm that now, are the textures supposed to be like this before uplaod?
no
....aw ffs
what's it supposed to look like
be sure to go thru the motions , check ur rig make sure its humanoid, import ur materials and textures, set up your shaders
in blender did u use 'fix model' with cats blender plugin and set your visemes & eye movement?
Isn't he on unity now
the eyes made me think theres a chance that mightve been skipped in blender
rig is humanoid, i supposeldley imported the textures and matielas
i dunno about shaders
dunno about any plugins
eyes were ok in blender
so you didnt use cats blender plugin when you were doing stuff in blender? just makin sure
yeah, i went into blender empty
i would encourage you to unless the person who created the avatar specifically told you not to.
it does a lot of things that streamline the upload process once you get to unity.
really recomment checking out some tutorials on yt
i dont know where to start with all of that. where to get the plugin, how to install it, how to use it, because every tutorial uises their own persoanl model
all of it is overwhelelming and im realizing now i really shouldve just paid someone to do this for me...
3 hrs wasted. at this point, the model is a mess, textures arnt working, i dont know where to start. Im a looser with 2 minimum wage jobs, not a VRChat enthusiast...
tutorials is the way to go if you feel lost- each model is a bit different depending on where its from but generally all require the same things to be uploaded and functional at a base level.
if ur really struggling find a tutorial that has a an avatar to follow along with, im sure those exist!
i got it fixed now
question how do animate a tail to move when not moving
Yeah, I don't think a tutorial exists for "KaybelMystic model from sfm to blender to vrchat"
make an animation, loop it, put it in it's own layer.
Especially with alm the "shape keys", "bodygroups" and so much more.
thats very vague
once it's in Blender most of the standard stuff applies
Feel free to ask further questions.
It went through blender and it looks like crap. All the clothes stacked onto eachother, textures missing, inappropriate bits showing (they were part of the base model)
maybe not that specific model- but you can look up sfm -> vrchat and get some insight for how to export the filetype properly.
how do i do What you just said, is there a guide to it
there are many many guides for making animations, and many guides for working in the Unity animator
probably even one for this specific thing
I'm not going to google for you though
i wanted one for just the tail and alright
I guess even then, it's going to have to be on a day where I have free time because irs 11pm, I wasted 3 hrs of life on this failed experiment and lost a majority of my motivation to even fix any of it.
I wasted money for this. I'm so over it.
in blender you typically use CATS blender plugin to fix some of those things. then you can edit out the undesired parts using blender- use the tools CATS offers and then export it to unity
consider that no one gets into ventriloquism for the excitement! ofcourse theres gonna be hurdles to overcome and it might not work out perfectly the first time you try it, give it some time and give it another shot after more research 🙂
Thanks for the help. I do appreciate it. I'll see what I can do...
this certainly isnt a click a few things and it works magically kind of thing- but its a fun challenge!
Wasn't fun for this guy. 3hrs of my Sunday wasted on a failure.
hey the first step to success can be failure, i cant even begin to describe how many hours i 'wasted' but ultimately i learned from the time i spent doing things wrong and appreciate learning as 'little' as i know now about the basics of uploading
True. The issue with me is, I got two minimum wage jobs. I always come home tired one way or another, unmotivated.
I rarely have time for this kind of stuff.
so many times i've face palmed realizing i can do 'task a' in ten minutes vs the 3 hours of trial and error the first time i tried accomplishing it XD
this is so familiar
Tomorrow, I'm gonna spend 4-5 hours out of my own home to trick my own dad into thinking I didn't get the day off (because for some reason his ass thinks that's a bad thing) so that's all wasted time
its gonna happen to me again as soon as i figure out how to record those expressions lmao
I'm feel so fucking drained rn I cant
thats a bummer. maybe you can use the time to check out some of the vrc documentation or research how to move sfm models to unity using ur phone and make a plan of attack for next time!
Perhaps
Hi, my boyfriend has a haptic suit and we have been trying to get his osc to connect properly. We have run into a few issues while trying to run it. We’ve downloaded and uploaded the correct stuff onto avatars but it doesn’t seem to be working and we’re not too sure about what to do. The main problems are:
- OSC doesn’t detect the haptic connected no matter how many times it’s enabled and disabled and it keeps showing up with errors.
#avatars-osc is probably better for some of that
you know what, fuck it. im uploading it the way it is
ive gotten this fucking far, i wnna see the final result
there. in the game.
im gonna call it "The Failure."
this is what 3 fucking hours of my life amounted to after following a signle 6 minute tutorial video
let this be a lesson. if you want something done right, pay someone else to do it.
I just finished blender and ported an avi to vrc, it's uhh...
it's stuck in a t-pose. I think I forgot something lmao
anyone help?
if you spend more time on it, im sure it will turn out the way you want. definetly dont use that in public worlds.
double check the rig in unity, that its set to humanoid(assuming your avatar is humanoid)
it is
last time this happened I believe something went wrong during the blender part, but I can't remember the solution 😭
dang, maybe try to reimport the fbx from blender into unity? run cats again and export it to overwrite the fbx in your unity project and it should just update the model in unity without changing any settings(vrc descriptor, physbones, shaders)
oh I never ran CATS on the original after finishing it, I can try that and show ya the result before I export!
Oooo yeah CATS can do a lot to help the unity process become a lot easier, highly recommend
ive never tried to upload an avatar without using cats, the amount of work seems daunting
def recommend doing "fix model" "create visemes" and "create eye look" i think those are what the features are called in CATS
note that "fix model" and "create eye look" aren't for all avatars, just the usual MMD ones.
yeah I hit fix model and it made my avatar look crunchy...let me take a screenshot of what it's supposed to be vs what cake out after CATS
where did this model come from?
Booth, trying to add armor that also came from Booth
ah
this is what it's supposed to be
this is what I get when I use CATS fix model or the Join Mesh button in CATS
(ignore the head, that's just what it looks like without shape keys/blend shapes on) the rest of the body just looks like a tattered mess...
Thing is, the first model has the "stuck in t-pose in vrchat" issue
The MMD Options panel is specifically designed for MMD, VRM, and GMod models. While it may work with other model types, it will likely cause issues with non-supported armature structures. The Fix Model system is not a universal one-click solution and was never intended as such
ah I see
but that makes me wonder, how can I fix this stuck t-pose thing?
is the mesh not connected to the bones?
if the rig looks correct in the .fbx's humanoid rig settings then its likely not weightpainted properly/at all
https://youtu.be/bFVfZSbdXIw?si=LtPe4ZjHSGQdklTG I followed this tutorial, the weight painting thing is around 6:50 in the video
does that not work right?
is the clothing you got for a different model, or not already rigged?
the clothing was rigged with its own bones
the builder says my model is over a couple million triangles but it's only like 800 in blender
I'm not sure why I'd parent with empty groups then, that's an interesting choice
click the auto-fix button to the right of that message
there was none
the model in this video is awful for this
scroll right more?
all of the issues it just said "select"
well then go in the inspector for your model file, in the first tab, enable read/write
oooooooof it worked so well when I was dressing up a taidum Avi before, I guess it's not a catch all solution 😭
none of this is going to be a catch all solution, even though lots of people seem to think cats is.
ok I undid the thing with CATS, I'm back with this:
okay..
i tested it in pose mode, and the armature appears to be separate from the mesh
wrong terms, but I get what you mean
which mesh? does it have an armature modifier?
all of those meshes have the "Convict armature" modifier
and that points to the one armature named Armature right?
(the name of the modifier is not relevant, just its target)
crud how do I go back to the normal hierarchy
I clicked on something random by accident 😥
ok those don't show which armature they refer to, but if there's only one in the project, we can just assume and move on
ok
("convict armature" is the name of the armature modifier, names are arbitrary)
yep
ok so if you have parts not moving when you pose the armature (in pose mode), check weight painting
yeah in pose mode it does this (just making sure we're on the same page)
weight painting time
what happens next?
I can't really teach you how to weight paint
ah
I mean I could but I'm not going to, there are lots of tutorials for this too
but any mesh that doesn't move with the appropriate bone probably needs to be weight painted to that bone
it seems really difficult but it can be fun, def check out tutorials and use existing weights as a blueprint for the new weights you need to paint. backups help a lot too lol
always make backups
... in what program?
i meant blender but i meant to send that in blender discord
haha that makes so much more sense 🙂
i mean if you do know that would help cuz nobody's answering me rn in blender discord
I'm guessing it only fills islands, not faces, but I really don't use blender for this
true
oh, you could tab over to edit mode, select the faces, then tab back to paint mode and enable masking
so it only lets you change what's selected
How does one go about making a non humanoid avatar I have a rig and animations for the model
marry me
hehe
I decided to restart from the sculpting point to re-parent the separate armatures of the armor and the convict together, and it looks good...
until I go into Edit Mode on the bones, and I--
wtf is even happening anymore
wait, I thought you had one armature?
originally, it was two. The armor had a skeleton, and the main avatar had one. I stuck the two separate armatures together after clearing out most of the bones in the armor.😔
I'm trying to edit in the connections, but the model does ...whatever's happening in the second pic.
trying to edit what?
The bone connections. There's a few bones in the loincloth on the armor that I wish to keep, and I originally parented them to the Hips before. Trying to do that again but the model is doing the second pic
got it.
what can I do?
how do i set my avatar to be humanoid?
all i did was add packages to my instance and open it for the first time 😭
Hey does anyone know how I can make a gun work on my avatar I'm new to avatar making
Anyone know how to fix this
I'm not stretching ny arms out
could someone help me out with this?
Configure your avatar and re map it's bones
thanks.
Idk if u fixed this already but ur gesture manager is broken, remove it from the package and reimport it and you should be fine
Do you still need help with this?
I’ve got a small problem with the Rexouium 1.6 model. Somehow when I but some shorts/pants one the avatar (Tail bone) the tail stiffens. Someone hat the same issue?
why do the hairs I download always either come like this or just straight up invisible even after changing the texture