#avatar-help
1 messages ยท Page 45 of 1
Ah, so this is where i'll create the constraint
oh sorry i understand the question now, the mmd part threw me off. though i don't know why the control panel wouldn't pop up
Do you know how to fix it
so how do i go about adding the position objects in the hierarchy, do i treat both shoes like one object and make just two positions one for feet and one for hands, cause the're one fbx file, orrrrr would i make four because i want to be able to grab each of the shoes individually so i can have one on my foot and the other in my hand
you may have to add an empty/position object for each position that each shoe may need to be in, you might be able to get away with one position per hand if the offset looks fine for both but it would work fine either way
if it helps, it's the step that's being done about 40 seconds into the video you or kazin linked
one way i found to copy the current position of bone onto an empty is the ass the empty under that bone and then drag it in the hierarchy to under the bone it needs to be parented to
to play it safe i'd just add an empty for each shoe at every position it would be
coolio we'll do that then!
this is what google says
So, i think that's about correct as far as the heirarchy goes if that looks correct to you, however, on the right would I create two parent constraint components? one for left shoe and one for right shoe? or would I just do the one parent constraint with four sources?
Been trying real hard to make this work.
Been using CodeWalk and exported GTA V files to XML, and imported them into Blender.
I used "Transfer Weights" on the pants, and it worked perfectly, but if I try to on the shirt, the chest connects, but the sleeves snap downward and can't be posed. These models have no armature, and so, I can't figure out what I'm doing wrong.
One thing I've noticed, is when the arms are posed at 0, like they're supposed to be, the shirt retains its shape, but doesn't snap upward or anything of the sort.
the parent constraints should be both foot bones for each shoe, with a source for each position that specific shoe will be it
ohhhh i did lower leg because by default that was the shoes root bone. does that matter at all?
or is this just a bone i should have deleted in blender?
the parent constraints can be on the lower leg bones instead of the feet if you want it to, but im not sure what adding that to the skinned mesh render does in this case?
the problem is that you are trying to parent a shirt in A pose to an armature that has a default pose with a T pose
Oh. How do I fix this?
i think the easiest way would be to reshape the mesh of the shirt itself
like does the root bone option have anything to do with the position of the shoe or how it would follow my avatar? and should i have kept a bone like the spine in blender that would be between each shoe, so that the root bone for both shoes isnt on the right leg specifically
I tried to repose it, but sadly, it breaks the mesh's verticles off.
again, it might just be that none of this skinned mesh render stuff matters and i'm just being a little dumb here
okay, maybe try this. You can pose the shirt with the broken weight painting by moving the arms up until the shirt is in T pose (and the arms would be a Y pose), then select the mesh, go to modifiers, and apply the armature modifier. then, you can reparent the shirt to the armature with 'armature deform'. the shirt should now follow the armature more closely, and you can reset the pose of the armature back to normal.
i dont know what the root bone does on the skinned mesh renderer but i don't think it has anything to do with making the shoes follow the bone
ok, good to know!
only the weight painting makes it follow the bone
I figured it out!
I figured out what I needed to do! I just needed to use CATS to create a new rest pose for the avatar, and now it looks great! Ty for helping me.
ah, yeah. new rest post also works, though it needs to be set back to T pose before exporting to unity
looks like it
Yes, absolutely.
and by that merit, this should be correct too?
well actually the numbers should be from top to bottom 1, 0, 1, 0
or?
yikes, i must have done something wrong
i dont think you need 2 feet poses on one parent constraint unless you ever want to switch the shoes around lol
yeah i said before the parent constraint should be on the feet bones, not the prefab root
oh! i figured i had fixed that but i think i must have misunderstood what you had meant, I had just changed the hierarchy of the empty position game objects to be under Foot L and Foot R instead of Lowerleg L and Lowerleg R
how would i change a parent constraint
delete the parent constraint from the object it's on and add it on to each individual foot bone
the toes bones may need a rotation constraint but that's probably something to think about later 
it's fine, learning is a process that takes time and mistakes are expected
constraints are hard ๐ญ
there's a dropdown for the bones below the Nike AM 90 Armature
and then put parent constraints on the left foot bone and right foot bone correct?
yep
Yusssss!
also, should i fix the thing i did earlier with the heirarchy?
I cannot spell that word correctly to save my life
i ddn't really see anthing wrong with the hierarchy?
hi-er-arch-y
Originally, when you told me to put the parent constraints on the armature instead of the prefab, i misunderstood you and just moved the empty game objects "Nike AM 90 L Hand Pos, Nike AM 90 R Foot Pos, ect..." under the foot bone of my avatar instead of where I had originally put it, which was under the lower leg bones of my avatar
this will be a useful trick on how to get that word into my brain
yeah it worked for me ๐
uhh yeah the positions should be under the main avatar bones
yep
oh, if the shoe has weight on the leg bone you might have to put the parent constraints on those after all (sorry i kinda assumed it would only be weighted to the foot bones) also the empty may have to be moved into position after zeroing things out (though if you switch it to the lower leg bones in this case it may work fine?)
Weโll give her a spin
in this case if the parent constraint is on the leg bones, i would add a rotation constraint on the foot and toe bones *with the main armature bones as the source for each that get disabled when they are in the hands
I donโt know if this is the right place to ask, but I feel like I just wasted $1000 because I have the meta-quest pro and the face tracking application on my computer running but it doesnโt apply to the game. I donโt know what Iโm doing wrong can someone please explain I really want it to work but am lost on what to do??
Would it be easier to just delete the lower leg bones from the shoe's armature in blender and do a quick re-import?
I only included them because the auto weight paint thing in blender had the lower leg bones effecting the back wall of the shoe a bit
maybe?? im not sure how well reimporting would go after changing the armature hierarchy and you'd have to make sure the weight from the lower legs is added to the shoes
i would ask at https://ptb.discord.com/channels/189511567539306508/587692666507100181 because this chat is more-so for avatar development. there's also a discord called "VRCFaceTracking" but I don't have a direct link to it
i think your first suggestion would be a tad better so we'll stick with that
it might be a bit awkward to place the feet from the leg bone position however it should still work
so move the parent constraint components to the shoe's lower leg bones, and then move the parent constraint game objects under the avatar's lower leg bones in the hiarechy?
๐๐๐ and i think the empty objects for the lower legs are already in the right position for that
this is currently where they are
under foot
but is that nearly the same?
yeah sorry i mean like the position in the scene is fine, you can just drag them under the legs in the hierarchy
so this is what it looks like now
yep
and just to make sure my brain is working correctly, I do or don't have to do anything in the scene?
in the 3d view i dont think you have to do anything yet
got it, i'm pretty sure i've understood everything properly so let's give it a whirl
welp
it's still broken, but i think I know what i did wrong?
when i hit zero the shoe just moved into the other shoe
so i think i just have the game objects named incorrectly, essentially Ls and Rs reversed
yeah.. everything looks correct but it's not working properly?
well the lowerleg R is working how it should
do both game objects happen to be in the same place?
in the scene
because if that's the case you can just move it over in the scene
So, just hit zero and then move the shoe back to where it's supposed to be?
like you select the game object and move that
oooohhhhh the empty game objects i made
the main reason for using game objects in parent constraints is because it's a pain in the ass to set offsets
that would make sense, i did just copy them for ease of naming
so we position stuff with game objects
epic
i have no clue why i thought empty game objects were something that just only exsisted in the hierarchy and not the scene
so should this be a point where i upload it to make sure everything is working properly?
or would the shoes not bend with the foot at this stage?
there's ways to test it is the scene, like gesture manager or AV3 emulator, which have to be added through VCC, but unless you already added rotation constraints to the foot bones, they aren't gonna move the the base armature. You'd just have to add a rotation contraint to both foot bones and both toe bones, then add the corresponding bones from the base armature as sources. you will also have to animate the Is Active checkbox (or the total weight if you want it to be a smooth transition) of those rotation constraints when switching from the foot to the hand and vice versa
so, as you might have seen in blender, my avatar has about 12 bones on each foot, so i would just do that for the 24 or so bones? and would the lower leg bones be included in this?
forgot to mention that it worked so ty๐ฆ
even if the shoe mesh has weights on each of those toes, if would be kinda weight for a shoe to deform with all of them right? so there's just a root toe bone that the rest are parented to, and you can make it easier for yourself by only adding the constraint to that one
though i guess none of the actual toes have any weight paint, just the toe and toe sub
so essentially just these two guys
yep
and these guys can be ignored because they have no weight paint data and are just (hopefully) going to be made invisible thanks to blendshapes in unity so they don't peek out of the shoe when i move them eventually
yeah especially if they have no weight data on the shoes, they can just be ignored
and for the Foot L, ToeL, Foot R, and Toe R, just add rotation constraints and nothing else, so no worries about parent constraints there?
yeah i wouldn't add parent constraints here because since the bones are the same length and in the same position, just the parent on the leg bone should keep it in the right place i believe, and so the rotation constraints just make it easier to work with
add the constraint to the "small" one i guess since everything seems to be parented to that
should I not add rotation constraints to all 6? "Foot L, Toe L, Toe Sub L," and their right side equivalents?
if you think there's a chance the toe sub is going to be animated along with the small toes then you can set it up like that just in case
Ok! I think iโll do that just to stray closer to the safe side
So, will all of them look just like this? or is there things i need to change and/or sources to add
well, actually I assume i propbably need to set the source to the bone that the rotation constraint is on, just the avatar's equivalent instead of the shoes bone?
And did we need to do the same for the lower legs or did we decide against that
the lower legs just need the parent constraint, parent constraint is location and rotation constraint combined
ohhhhhhh, that makes a ton of sense
but weight on all rotation constraints should be 1 and other than that just hit activate and everything should work fine?
yep
although, i was about to test it
should these be here? I just noticed them and I don't recall putting them there
OH! wait haha!!! omg
i should really thank you
I saw some rotation constraints that i didn't remember making
and because of you helping me understand what rotation constraints are, I know they are another feature of my avatar that is built in
before my brain ignored the fact that it was there because it just looked like confusing mumbo jumbo to me before
no problem, i like explaining things ๐ซก ๐
also should i just hit activate for the rotation constraints? or do I need to hit zero as well?
hit activate for these rotation constraints cause it will automatically set an offset (if there is any) which is needed in this case
๐ well shit
i mean the shoes are rotating correctly so i got no idea whats wrong with the leg's parent constraints
oh, well, for starters, should they be active?
yeah
that would be it, the parent constraints are not active
oh, easy fix then, epic
so with this, should I need to hit the zero button first?
if it was already set to zero you can just check the is active box
???
nice
how do i import an avatar with the humanoid rig???
it doesn't let me pick anything when i highlight it in the animator
and this is only 1/3rd of the work needed to be done XD
well it's a big step making sure it works in just the default state ๐คฃ
good job getting this far ๐ ๐๐
So, I'm pretty sure i can use the tutorial for the actual removal of the shoes, but then i'd also want to find a way to make it so i can drop them and they can sit somewhere on the floor
best to build out each function one step at a time. You can leave any questions you have here when you have them. i have to log off for the night now, maybe i can help with the next steps later on
mind if i send a friend request your way?
sure (or i mean, i don't mind lol)
you really don't understand how much this sort of help means to me, it just like... i don't even really have any words for it
but just, thanks a tonnnnn
i'll see you around!
check for any empty/missing/broken scripts on the model
if there are some then check the dependancy/requirements listed on the models purchase page
is there a way to redo the security check on avatars? cuz many of my avis failed em or is there anything we can do to increase the security check?
Does anyone know why the Blendshapes for the Left finger changes to 100 when I view it in Gesture Manager (and avatar upload), but when it should be 0. Edit: It's probably related to the gloves toggle
I want to set it to 0, but it always reverts to 100
anyone know why this green/red tint shows up on a fbx, the texture does nto have any red or green and the shader is vrchat toon lit
works fine on poiomi
solid white does this
Vertex color show up in vrc mobile shader. You will have to remove vertex color attribute from blender.
ty
No script is bugged or wrong
I have 3 questions
- How do I get rid of this strange specular on my material?, it's locked so I cannot turn down the metallic and stuff
- For a simpler mouth movement that's just kind of an up and down how would I go about that compared to the traditional method?
- Since this is a unique character and not on a humanoid rig how would I go about giving it a unique walking animation?
Does anyone know how to add a image to a protogen visor as a face
plot?
anyone know how to setup the head movement controller? for the wings
can anyone tell me how do i fix the ideal animation when am jsut standing it just keep moving
disable this
in the descriptor
I need some help here. Why are my Avatar's arms so short despite matching the arm span of the template?
Mesh size making it seem smaller
Uh, no, the arm literally doesn't reach as far as my arm does.

something called "proportions" i'd imagine.
those hands look to be as long as the avis forearms. (doens't really affect your issue)
also, the eyes are about as far from the shoulders as the hands are. (biggest impactor). is your head that big irl?
unless your body is the same exact proportions, things will be further/closer than what they are.
oops. forgot to reply ping. ^
So, if I just moved the eye bones down, the proportions would be more in line?
And does the view position also mess with it?
mm, view position matters. cause that's where it "feel" like your eyes are.
but it's not that simple, i'm afraid. my current avi has longer upper arms than my irl, so my arms feel longer than they are. and the legs are also slightly shorter than my irl, so fbt feels slightly off.
if you want an avi that moves and feels like it fits your own body, it requires a fair bit of measuring (and/or testing) and editing.
in the case of this avi, might ruin the aethetics, i think. and i'm not sure if moving the eye position with that specific head would mess with the rotations. so if you move your head, would it still feel like you're looking through your eyes, or through your mouth, if you get what i mean.
So I should just go ahead and make the arms longer?
would that ruin the aesthetic of the avi?
though i guess if you're just headset and hands, the rest of the body being proportionally inaccurate propbably won't affect your feeling too much, so it could be viable, though you'd have to decide for yourself if it is.
also, i'm new-ish so, my advice might not even be good advice, so take with grain of salt.
It probably wouldnโt. Iโll try tomorrow
Hi all, Quick question I just started searching last night (perhaps my terminology is wrong) on how to merge two avatars if its possible. Example I have Rindo and I have her in mutiple setups with different outfits and assets. I would like to merge two of them together to keep me from going through the work of redoing the whole project, any help would be greatly appreciated.
I was lazy to retype
okay so i tried everything now and i know for sure physic + grab systeme can't match
the contact receiver destroy the phys for some reason so if anybody knows how i could do
You mean Physbones here?
yeah
not sure why you'd need a contact receiver as physbones inherently provide grab support?
no not as phys bone
... I just asked that and you said yes?
i need the contact receiver so i can grab the object but the object also has phys
Explain what it is you are trying to do
so i made an avatar with lolipop on her boobs and i want to make a grab systeme so i can grab it and have it in my hand
the lollipop is its own object, right? Contact receiver, parent constraint, when grabbed snap it to the hand, when not snap it back to wherever the rest position is
where "grab" is "hand in receiver and making fist gesture"
yeah i did this
not sure what physbones has to do with this then
well the thing is
the phys disapear whenever i add the contact receiver even if i try to add it on the last boob bone so
i don't know that's weird
please say "physbone" if you mean physbone so it's clear
but yeah, I don't see what these have to do with each other
yeah me neither ๐ฅน
contact senders and receivers on the end of physbone chains work fine
yeah i'm gonna try one more time
maybe i did something wrong but
oooh yeah i should maybe add a last bone just to add the contact on it
i'm gonna try this
thanks
anyone got the blackcliff jumper weapon from genshin impact?
#1138520828556890214 is your best bet
ngl im just looking for the modal of the weapon thought it would be fitting here
Hi, just recently got back into making avatars and I'm probably making a silly beginner mistake but I'm quite confused lol. None of my animations are working, it's almost as if the FX Controller or parameters aren't connected at all. But they are and they were even working earlier. Blend tree/animator logic and parameters look fine to me as well. Tried to double check whatever I could and even restarted unity. I recorded a video but this server won't let me send a link to it unfortunately.
Nevermind, I cut it short enough, hopefully someone sees what I'm doing wrong
show the animator's layers?
probably what you should do is watch the animator while in play mode, see what is or isn't working
That never works for me, i don't know why but it literally just always shows idle even when something does work lmfao, but I will record another video going thru the animator layers
just show a pic of the animator layers first
I think I found it while doing this lol
Gonna double check tho
Ok so rn Iโm at school but I need help with guns, since the avatar Iโm having trouble with the gun shooting once I make a fist gesture
I turned the weight down and it just started working, even though it shouldn't interfere at all
ah yep, that could happen
Best thing to do is just debug. Go through everything and see what is wrong while it's running. (Temporarily) remove things that may be causing issues to isolate them.
First I would test in gesture manager with the debug menu open to check if the parameters are changing. Then I would check that the animations are running (you can watch them, at least when they aren't in blendtrees). Then make sure your layer weights are correct. Also check that your animations are working. You can also test your blendtrees outside of playmode by dragging your avatar into the preview area of the inspector (if you don't see it drag the bottom bar up). You can test the whole blendtee and also. Make sure no other layers of the same controller or other controllers are interfering. You can try turning down the weights or deleting them entirely to figure out the problem area. Also sometimes it may be a write defaults issue. My first suggestion is to make sure all wd on layers are at the bottom, but if that doesn't work you may have to convert all your layers to be fully wd on
Also I know you did sort of find the issue before I finished typing this, but this is still generally useful if you have any further issues with this avatar or others in the future
Just good general advice for debugging
Oh shit it definitely could be a write defaults issue. And also, I do want to figure out what I'm doing wrong with debugging animations because genuinely my animator states just don't show me what's actually active. Let me see if i can test that real fast
Yep.. write defaults..
ooh - yes, any of those animations in your blendtree should be WD on, even if the rest of the avatar is off
I always work WD on but this model is default WD off. I never changed it
So it was mixed
This is what I mean with animator states not showing correctly, it would be so helpful if it actually worked lol.
just skip like to 35 seconds if you're pressed for time
haha not sure why I never thought of moving the hand around like that
i think that may be this may be caused by using gesture manager or av3 emulator. Before I used those tools I was able to preview the animator states like that by having the controller in the animator, but i noticed that when i used av3 emulator it doesn't show what state it's on anymore
I use AV3 emulator but have GM installed, and set which animator I'm debugging in the emulator object, and it works for me
hey all, is there a way that I can move bones/armature for a grabbing animation, it's a dumb question cause i think you should be able to and i've just been too dumb to find it but here's what i'm looking at
basically looking for a way to make the fingers not clip through the shoe
would i just use more empty game objects and constraints?
you could make an animation for the hand and override the normal grab gesture when the shoe is in hand
is overriding a hard thing to do?
nope!
i'm not too sure i know where to start, currently i'm looking at the animation fot the shoe going from my foot to my hand but i can't say i know where the default grab animation is or how to override it only when the shoe is in my avatar's hand
and would it have to be in a seperate animation then the one i'm using now?
for the hand, you'd need to put animations in the gesture layer instead. you can find some sample assets in the sdk files under packages
You'd have to do this in the Gesture animator. It'd look something like:
entry -> wait for condition -> override tracking -> make gesture, wait for negative condition -> restore tracking -> exit
where "override tracking" uses VRC Animator Tracking Control to prevent other hand movements, and restore returns this back to normal.
Or if you have a gesture layer there already, you could just setup the right conditions in there, depends on what you have
i'm a tad bit confused, should I save this animation as is before I do any of that?
the animation you have for the constraints should be a separate animation from the hand and in the FX layer, it would also be saved automatically with your project. and I mentioned duplicating assets from the sdk files because it's a different process to animate humanoid bones, and it would be easier to start with an an animation with the hands already posed and modify that
got that first part down, however, how would i find the sdk, i'm not too sure what that is, or if there's stuff like it already on my avatar gor gestures that i can also duplicate?
there's like an assets folder and under that is packages and you just kinda have to dropdown the vrchat sdk and it's subfolders until you find the samples
i dont have unity openbut it's like this
Ah! I see it now
Took me a second to find the proper filepath inside of the Packages folder but I assume this is around where I need to be? Now I don't think what I'm looking for will be in BlendTrees, so I'm assuming it will be in one of the other three?
proxyanim, there should be some animation labled as a hand grab or something
proxy_hands_fist.anim
So should I just make a copy of it here? or into another folder?
i think you can copy it and paste it in assets
same way as other animations you have have editied in needs to be dragged in an animator controller that's in your avatar's animator component, then you can adjust the key values by individually dragging them horizontally in the animation menu
like dragging over the names i think
Like, to move the fingers?
yeah
Can anyone help? I had to edit a FBX imported it back into unity, and it's fine until I enter play mode where it doesn't enter the crouched position and when I use gesture manager it goes like this
hmmm, i've got some thinking to do but i'm sure i can get this animation thing solved
Hello everyone, I am new here and I need a little help on something. I have this character who is a giant hunchback. I need to later cover him with a cloth, and also I need him to be leaning as his base pose. I managed to make a pose with the rig in blender and would like it to be his base position in the game, idk if this is clear. If anyone can help, thanks a lot !
Apply armature and then apply pose as rest pose to the armature
the issue here is that you the user likely don't look like that, so this isn't really going to do what you want
That's a separate issue though
I guess I'm not sure what you gain by putting the humanoid skeleton into something not a T-pose
It doesnt have to be a humanoid rig though
This is true, if that's the goal, okay. That's a bunch of work.
Ive noticed over the past few years that not everyone uses vr either
can someone help me with this ive been trying to figure it out all day and im going insane ๐ญ
You cant use poiyomi on quest, you need to make a quest standard lite shader in place of your poiyomi
i got the part figured out
Go to your base model that you imported go to Rig > Humanoid > Configure, make sure that's all set up properly
like this?
why is the top bar being filled with poi and thry
I was wondering, does anyone know what VRC Phys Bones script value labels are in Dynamic Bones script?
For example what would Pull or Momentum be in the Dynamic Bones script?
oh god what the heck
i didn't even know it could have rows ๐ญ
Check the parts its complaining about, but that rig doesnt look humanoid 
it's filling up pretty slowly, this is after like half an hour
@void kettle Also screenshot your builder errors again
how do i do that?
Thanks !
Check your build errors, it thinks certain parts of your model arent specified, from the screenshot most of the stuff looked green, so i can only guess here as I cant see your screen, that your "Humanoid" model is confused, as a humanoid model should only have 2 arms and 2 legs
Do you mean it will be hard to use this as a model for an avatar in the game ?
So go back into configure, and check for anythign red, but my guess is that your model shouldnt be labeled as humanoid
Yea because its not human shaped, but plenty of people use non humanoid rugs in vr all the time
and error is entirely erased if youre a pc user
*desktop*
yes desktop, words is hards
words is very hards.
fr fr
Anyone?
it's still filling up help meeee
And will it be more work to setup ? I need to have this character to work for tomorrow so someone can use it and record some gameplay of someone playing it
What an awful sentence sorry
Itll set up the same if its a humanoid rig, itll just not move how you expect in vr
Dynamic bones are no longer used, itll be less likely for someone to know the answer in my oppinion
Someone correct me if im wrong, but I think Maki has to swap out of humanoid rig
Ah. Was wondering as I am trying to put an Avatar into Beat Saber and dont know how to convert the values as Beat Saber uses dynamic bones
damn
It is a humanoid rig in term of bones, it just wonโt be in T-pose by default as I need him to be leaning and players cant control avatarโs back and head I believe
ill keep looking for solutions ty
Just fiddle with em and play test
I used dynamic bones last week and I don't recall... I think the values are kinda different than how VRChat implemented them, it's not a clear 1:1 match
Only issue is the position might be considered wrong/off and the ik system will yell at you, id do a quick import into unity and configure teh armature really quick to see if it yells at ya
https://www.youtube.com/watch?v=eL9JmlpV79g I'm following this and don't understand for what reason he's doing what he's doing at 3:15 should I do this or do I need to? I figured doing that would screw up the avatar?
Is there a Avatar creator who can make me a avatar? Please contact me via pm to talk about price...
V
Will try that thanks a lot ! I will comeback if I encounter any issues
Go to VRCTraders, you will get scammed in vrc discord
You really want to do this in the VRC Traders discord, link in #1204490664637890580 . Around here you'll just get scammers.
Andf trust me, a LOOOOT of people have been losing hundreds to scammmers for years
Ping me if you do, I never remember to check anything
@somber sequoia did you help me with the vrcfury like a week ago?
not sure, I don't really use fury
Ah thought it was you might not have been
I mean, maybe?
I don't know, no worries, I'm having issues with the armature link If I use Auto/Yes for bone offsets, the hoodie will get sucked into the shoulders of my base mesh, if I use No, the hoodie will expand, the rig is made specifically for use with armature link using same named bones. Not sure how to fix. ๐ค
Love this guy
I will thank you both for your time and answers @somber sequoia
I see no contact receiver?
Oh yea that helps too
oh that, of course that
you kinda need the reciever to be there lmao
Does anyone know why this is happening and how to fix it? The model was bought by me and I just edited the fbx like I've seen a lot of other people do
specifically what issue and what did you do?
I purchased a avi, took the fbx into blender to edit it, re-imported it and used the same settings as the base model but everytime I go into play mode it freaks out and the materials don't load
are the materials loaded in the editor while not in play mode?
check what animation is occurring then
you could try disabling each layer to see which one is affecting it, then go see what that does
Should I make a separate parameter for each contact/shoe here? or is one for both ok?
at a guess an animation is swapping materials to broken ones
I would probably recommend having separate parameters
you can also use slashes to organize parameters
for example, Shoes/Contact/GrabLeft
this way, they will be automatically put into subfolders in the animator
gotcha! thanks for the help... and the tip!
What is the end goal
I'm going through the tedious process of making it so i can remove my avatar's shoes with my hands, while also letting the shoes sit on the floor when not being worn
the issue with using the same param for multiple contacts is that you can end up in a situation where the value is false even if one contact touches
there's a lot of learning involved
Yikes
I might need some help
so, the situation is that the prop contacts are not working, and whatever i've done has broken the shoes so that they no longer bend with the foot
Hi it's me (again bruh sorry ๐ฅน) my grab system does work now but the position in constraint settings doesn't want to go to 0
It only goes to 0.66 or 1.66
If you want your source offsets to lock at 0 you can set the source weight to 0 before locking it. You also can manually set the offset values after being locked using the debug mode for the inspector
ok, so, the first problem has always been there so that's really a non-issue now, but the second part not so much
Because my FBT enjoys making my feet hide from my hands, I went back in and increased the size of the contacts just to be sure, however that still didn't seem to do anything. the only other thing i could see being the issue is this number in the animator here being wrong, but i'm not sure where to check that grab is set to equal 1 for my avatar
maybe the contacts are the smaller spheres on the inside?
actualy no, that smaller sphere is something else entirely
Hello everyone, maybe someone can help with the animation of the zip for VRchat, I canโt figure out how to do it the same way as here?
https://metalgod.gumroad.com/l/METALzip
are you stuck on some specific part of that?
or just looking for general "how the...?"
Like, I made shapekeys
and rig
but I dont understand how to setup all of that for UNity
so this has been an annoying case for me, I've used this model several times, I have never made any recent changes to it, just a day or so ago I just can't change into it because the security check isn't processing. I tried redoing the entire model, it uploaded properly but once I was done it than did this. I have no idea how to fix this.
because shapekeys make it not like animation
it's a grabbable physbone, you use the stretch parameter to drive an animation to change the blendshape via the position in the animation clip
Is there an offshoot chance that someone here is good at troubleshooting VRC Fury ?
ye, this I know
ah
oh true, I see what you mean
Not like zip, it does the open immediately
yee, and I dont know how to make it in stages
if you think its a bug then make a support ticket about it: https://vrch.at/support but generally it means something about/on the model hasnt passed the security check (theres also the option of trying to upload it under a new blueprint ID)
it's $12, you could buy it and analyze it ๐
well)))
the VRCFury's discord is pretty good for that
good idea but )))
that's the weird thing, I have a male version and it uploads and is wearable
I kind of want to understand for free ))
how big is the difference in setup and stats between the two or are they exactly the same?
only difference is how many meshes they have, male is 12 and the female is under that
changing the blueprint ID doesn't even work
at the risk of coming off as annoying or interruptive, does anyone have a clue as to what's wrong with my constraints here?
I didnt even think that there would be a discord for that
It's kind of hard to see whats going on in the video or if your hand even reaches the shoe, the contact does look kind of small. You might be able to test the contact in playmode by temporarily removing the check for the gesture and making the contact receiver check for a testing contact sender on a sphere or something just to make sure that part of the animations and contacts are working
ok, i shall try it this way
And maybe i'm wrong about this but in the animator it looks like it's only checking for left hand, and in the video i see you reaching with what looks like your right hand
Both should probably try to check for either hand separately unless you're never gonna take off a shoe with the opposite hand
I think the way i have it set up right now is that the left shoe checks for left hand and the right shoe cheks for right hand?
I might have accidentially sent one of the screenshots twice
no, actually it's all there properly
i think this is the way I have it currently set up but i'm not sure
Also, are the contacts supposed to hide themselves in play mode?
I can't find them in the hierarchy
nevermind i'm blind X(
it also seems that i'm quite inept at using the play mode, would it just be easier to upload and test?
Build and test can be easier for some cases
I see, how would i remove the check for gesture?
What i would do is duplicate the current states so you can switch back later, change the default states and delete gesture left from the conditions from the new animator states. You can delete the condition with the minus button under it
is this all in the animator?
#avatar-help message also here's a cursed example of how to check contacts someone sent earlier if you want to do it in playmode. You'd have to make sure gesture manager is installed though
Yeah
I'm pretty sure i do, in just have to find it and drop it into my avatar
how would i now move the hand?
Im not sure cause i dont use gesture manager than often, but i think there may be an option somewhere to free pose?
it doesn't seem to want to let me move anything in the armature, ah i see
alright, i might try the thing through the animator then
nevermind
huh
here, i'll send a video
so does this mean it should be working in vrc?
Yeah, seems to be working well in gesture manager so i think it should probably with in vrc. I would try making the contact really large so there's no chance of the hand missing it, at least for testing
yeah, let me try that
Like at least midway to the knee or more in its radius
you think this ought to do it?
screw it, i'll make it bigger
that does not seem to work
I think somewhere in vrc in the radial menu is a way to show overlays for contacts
wait, i just figured it out
but it might be a doozey
actually a video would be more useful here
ok, i'm now clueless
i'm going to try to describe what's happening in the best detail i can
yeah here's a video i just don't know if it's the stockings causing the problem or not
looks like it worked eventually...?
It just kind of looks like your tracking setup is making it difficult to get your hand inside the radius of the contact
yeah, it's weird, the shoe on my right foot seems to be good at consistently jumping to my hand, however the other shoe either A. Is just more finickey for some reason or B. Does not want to remove itself from the foot unless the right shoe has been removed first
I use Haritora X and from my understanding it uses no base stations but is also effected by changes to magnetic fields in the room?
i forgot what type of tracking that's called i think a friend told me it was something like IDM?
I'd take a look at enabling this maybe
Sure thing, i'll see if that's turned on
i mean it's a debug thing
oohhhhhhh i seeeee
it makes my contacts visible
hmmmmmm
i think something IS wrong, at least with the one that was giving me a hard time earlier
let me test the other one now that I have contacts on
Does anyone know how to add a image to a protogen visor as a face like this
with a texture
Strange, it did somewhat seem earlier like that shoe didn't move until the other one was taken off. I'm not sure what would cause that
I think i was correct about it not wanting to remove the one shoe if the other isn't removed first
I'm gonna look at the animator and see if i did anything wrong there
Wait the 4 screenshots you sent earlier look like they are all checking for gesture left?
yep XD
I didn't catch that before either
i just saw that too
That explains why it works if the other hand is grabbed lol
well, at least we know how to force someone to take one shoe off before the other now
Loll
dangit
they can't just ever let me beee
new issue but i don't think it will be a huge problem if left unsolved
ok, so now the stubborn shoe works properly but spazzes out when working properly
nevermind
same issue
i must have brain damage, i somehow slipped and changed it to greater instead of notequals
OH that's reasonable to have missed that, it changes it to greater than when you change the parameter for some reason
what parameter did i change?
i'm asking because i genuinely do not know and am trying to figure out what parameter means in this context
When you changed gestureleft to gestureright. It's just one of those annoying things unity does ๐
OOOhhhhhhh
ok, so now i guess it's time for the hardest part of holding the shoe after a quick save
@steep herald unity is NOT happy with my hunchback
ok, so i'm going to try and understand better now but now that i have all the structure of the animations set up, i would like to try getting the fingers to the correct spot again
I still have the proxy_hands_fist animation in my assets folder
I would rename the file to distinguish it from the other animation file with the same name
ok. done!
Have you edited pose animations before?
no, i have not ๐
When i want to set up animations to preview them, i make a temporary new animator controller (called 'animations" or something) and drag it in to the animator component on the avatar. This allows you to select the avatar and preview animations while in the animation tab. You can drag the fist animation asset into a layer on the animator and preview it there
Kinda figured, not a typical humanoid configuration
What's more alarming is the fact that its urgently needed for the next day
So, which one of these would be the one i replace?
Top one 'Velle_R18_liltoon 1'
and I assume I need to make a new parameter and layer here?
Actually luckily you dont need to do anything but drag the animation into the layer, it doesn't mattar where it is or how the transitions are set up because any animation that is in that animator will be able to be previewed in the animation tab
just like this then?
Yep
so what's next/how do i preview/edit the animation?
Go back to the scene and open up the animation tab. You can click on the avatar root and the fist animation will likely already be selected, then you can edit the key values there
so do you mean just putting the animator so that it's on the same screen as the scene at the same time?
The animation tab is different from the animator
ohhhhhhh
oh that yes
the thing i've used and completley forgot about
so this guy
Yep
so, should she already be in a gripping hand position?
Yeah the avatar pose might crunch up but you only need to focus on the pose of the hands
oh, i need to hit the record?
I dont think record works for this. I usually have to change the values in the list of keys on the left. I think dragging on the name makes it work like a slider iirc
she's still t-posed at the current moment, so is it just changing the values that do that?
i know that typically when i record, she will crouch
Press play or drag on the timeline a bit an it will get into the pose. I think you can also hit preview
have i done something wrong if they play button is grayed out?
Is the avatar selected in the hierarchy? You would see the avatar descriptor in the inspector
ah, that seemed to fix it
so, i've pressed play but it seems her hands are in the default position instead of the grip position which is the one i belive i copied and put in the animator
Play button in the animation tab?
yeah
Need help. So.. with standard shaders, I can set both the materials for the eyes and body to fade so I can see the eyes through the object.
Now.. this works fine but.. I obviously need this to be a quest avi too, but VRChat Mobile shaders don't allow for any alpha settings, stopping me from doing this. So, is there some layer work I can use to get around this?
weird, but if you can edit the hands from there it should work
do i need to have the hands selected?
Yeah... will try with the normal human rig and T pose to achieve to get the leaning posture in unity after that, idk
Just the avatar. You wont be able to pose the hands from the scene view
I think you can do this with inverted normals, google that (though it'll be kinda weird if anything passes through it)
Thank you! That's super smart.
so should i put the shoes in hand to pose thee hands?
i guess that would make sense huh
You might have to do that by setting that as an animation, moving the shoes without recording it will just set a new default position for the shoes. You would have to go back and delete that key later
i'm not quite sure i comprehend this
like are you saying that switching the parent and rotation constraints we made earlier to get the shoe to my avatars hand, then posing the fingers around the shoe, reverting them back after i'm done posing the fingers would effect how the hand is posed in the end?
I dont know honestly. I personally think it would be easier to do it without the shoes in the hand because any edits made to that setup would mess it up
I was trying to offer a potential solution for how to work around that but honestly it's difficult for me to be able to tell what actually would and wouldn't work in practice when i'm not the one actively working on it
Like i thought you wanted to moke the shoe to the hand for a reference on how to pose it
yeah, i think my brain would struggle to pose the hand if i can't see what the hand is supposed to be wrapperd around
this is the case, have i muddled things up?
i dont think so? i don't know what you've done with it
i just more meant have i been confusing with my words
oh, no. just keep in mind that moving the shoe might mess up the default state. im trying to get a video and it's not working out quickly ๐ญ
All good, take your time, my mom wants us to eat as a family tonight so Iโm working on that anyhow
Ahh, I see, so Iโd just trial and error with that?
Yep
Could I also reimport a duplicate pair of shoes that i roughly match the location of or copy the coordinates of the actual pair of shoes thatโs constrained to my avatar to the deleted afterwards?
Sounds like a good idea
I figured so because Iโd just be itโs own separate, temporary object
Iโll try that when Iโm done eating
anyone?
seems like you'd need someone with experience working with this specific asset. What is it?
its the novabeast wing prefab
you might try asking in the novabeast discord
i tried joining the discord, but i straight up couldnt for some reason ๐ญ
theres right and left receivers but i have no clue how to link / get them working
unless maybe the head is too large compared to the original model, since when i enable the head movement controller they just open, theyre supposed to open when you turn your head in the direction
you could probably compare the sizes of the contacts
honestly might give up on that, but theres another thingy that needs to be linked which i think would be easier
the yellow parts are supposed to connect to the blue, theres parts for it but i dont know how to link them in the first place
why are the pants doing that
ok, i've started animating now, but is there a good way to hide all the jumbled liney mess temporarily?
it would help me see a bit better
in the gizmos dropdown (globe icon at the upper-right) you can turn off various things
Ah, I didn't see that you could scroll on that menu
well, thanks to whoever that was cause that fixed it
nice
I think this looks good enough right?
at least without moving the shoe's position
Who could tell me why I can't toggle on and off the Sweater in this menu? It just stays stuck on. When I test it in Av3 Emulator it works fine though
so im done modeling but i have nothing else
just this
Idk how to do textures for her or how to make her a actual avatr
Hi! It's been a while since i've made a vrchat avatar and I'm trying to rig my hands
by default my hands are always pulled backwards? Like how it looks here:
i presume the default hand pose should be a bit curled in but no matter how I change the rig I can't seem to fix this
anyone possibly know the solution?
@dusty hemlock uh only from scratch guides i know is Rainhet's, then you can always search for video on current task from someone else closer to your style or smth.
@lone maple wdym linked, they dont look linked
@azure citrus does it do that in game/when using gesture manager?
I haven't messes with the gesture manager but yes, the default pose the fingers are pulled back
What you have there seems reasonable - what data type is the sweater variable in the avatar parameters?
ah- i need to like- "connect" them
so the wings attach to the tail in a way
If you mean joining those parts of mesh together, load the model into Blender and do it there
the wings are a prefab so im not sure
or weightpaint it there. i still dont get why tail should follow wings.
doesn't matter if it's a prefab or not really
alright
hii i am needing help with something for my friend
my friend wants this toggle to change positions when using the fist gesture, would someone be able to show in a screenshot how to set it up? (sorry for poor image its from a goggle doc)
haha that's sort of what i'm doing but with a shoe, though i'm not very great at it yet
doesn't look bad at all
now, where do i go from here?
I was advised to do this on a sort of test animation controller, so I assume i'd just plug the regular controller back in and somehow move the new animation in?
or, I guess these should have just been two separate animations huh?
you can drag an animation into any controller you want
it will work fine because of avatar masks
woud the way i have it now make both of my hands pose like that when grabbing one shoe?
ok, though would this sort of be where to go from here? and should i delete or keep the shoes i used to pose the fingers around?
delete the temp shoes whenever you think you're fully done with them
I guess I can do that now, if I add more shoes in the future, i can copy the location the same way i did before
i did just make a save too!
now you can drag the state into the gesture controller in the hands layers as a separate animation state. The logic for entering the state should be similar to what you made for the shoes in the FX layer (you can copy it)
you should also probably add a condition to the transition to regular fist animation, that it only transitions to that when the contact parameter is false
and since it would be transitioning from any state i would unchecl "Can transition to self"
the "state" being the animation i just posed correct?
yeah, when you drag it into an animator it becomes an animation state in that controller
ah, so I need to put them in the red circle, not the highlight?
yeah you gotta open up that animator controller. you might be able to click of it to select it in the assets folder
yeah and the left and right hand layers
I assume start with something like this in both left and right hand?
yep
all i've done is move it in and made a transition
so, good
so i assume we want to change what's inside the arrow on the transition?
so essentially just this but again
and, yaknow, without the mistake i had made
but wait, does this mean i also have to make another transition back from "Template Grab Anim" TO "Any State"?
no, you don't make transitions to anystate
so then i'd just copy the top transitions in the pictures i replied to
oh, wait, that means nothing from the viewpoint of those pictures
so copy the settings for the arrow on top for both left and right
copy the transitions for going to hand
ah, so the opposite of what i sent
yeah
so do we have to add the R/L AM 90 Foot/Hand layers into this controller too?
no, the gesture layer will only work with transform animations
yeah
yeah thats how i always do it
make the fist transition this too
also do i paste both settings and conditions?
yes
and i presume i can delete the condition that reads "Parameter does not exist in Controller"?
yeah you gotta add the Nike AM 90 L [and R] Grab parameters to that animator too
ohhhhh, would this be a problem still or did i just say what you just now said in a confusing way?
if the condition is broken you can delete it i guess, but you gotta make sure the contact 's parameter is in the conditions
oh wait
i think i see what you mean, so... just make Nike AM 90 L Grab and Nike AM 90 R Grab layers and parameters in the gesture controller, but don't put the actual animations in there?
they need to be added as parameters here
so just the parameters, layers are fine
yeah
wait that actually makes sense yeah cause we're doing everythinbg on the hand layers
thet were both bools right?
yeah
so it should look like this?
i think so, cause the broken condition updated itself
Does anyone know if its possible to take something and have it to drop to the floor while not being a particle system and have it stay there possibly with a world constraint?
yeah
I also went ahead and did this, does this look about right? or should I do the whole song and dance of unchecking has exit time and changing the trainsition duration to 0.01
though i guess it's already unchecked and the time is 0.1? should i change any of that to make it more even/symmetrical/similar if you get what i mean?
the other transition settings are fine for that one
cool, so we'll leave it as is
so i'll copy all the same stuff onto the right hand and then what?
also should this be equals or notequals?
it should be equals 1 because you want it to transition to the normal fist when you are doing the fist animation while the hand is outside of the contact
ahhh, makes sense
after finishing the gesture layer you'll want to look into animator tracking control ( https://creators.vrchat.com/avatars/state-behaviors#animator-tracking-control ) The fingers wont show animations by default because they are in the "Tracking" state. I think the easiest way to fix that in this case would be to add an animator tracking control to the states you made in the FX layer. On the Hand layer it should set the the corresponding fingers to "animation" and on the foot layer it should set them to "tracking"
hmmm, i'll take a look at this link and see what needs to be done
from the images they are providing, it almost looks like the animator tracking control is a component I add to an object in the hierarchy?
it's something you add to states. if you click on one there might be an "Add Behavior" button
outdated image from unity's documentation
AH! and the states were the boxes ub the little grid area of the animator correct?
yeah
so i was coorect!
\yay me
so add them to L AM 90 Foot and L AM 90 Hand? (and their right counterparts)
yep
Like this? or is there a way to make it so that i can move one checkmark without moving all the others
the checkboxes should only be moved on the fingers (that correspond to the current hand), everything else should be no change
oh wait
yeah you can just click on the checkboxes individually instead of the ones at the top
yep
that... was not as hard as I thought it was going to be
So would that be it? or is there more to it?
surprisingly easy step. i think you can playtest it now. hopefully everything works right
whats wrong
ok, so for the right handit just never uses the new animation
for the left hand, it uses the new animation, but only inside the boundaries of the constraint
oh man, i didn't think of that but it makes sense it would do that omg ๐ญ
there's a way to fix it though
well that's good
you'll need to add two new boolean parameters to your avatar, like "leftShoeGrabbed" and "rightShoeGrabbed"
on gesture or FX?
on like the avatar's parameters list itself, as well as both of those animators
in the fx layer you can add some additional state behaviors, this time the Animator Parameter Driver https://creators.vrchat.com/avatars/state-behaviors/#set
On the foot state it should set the the corresponding "Grabbed" parameter to false, and the Hand state sets it to true
then the gesture layer, the conditions that check for the contact parameters need to be replaced with the new ones
is unchecked false and checked is true?
yes
yep
and if i understood what you said earlier, for the gesture controller stuff everytime i see grab, just change it to grabbed?
yep
and this change will apply to not only "Any State" -> "Template Grab Anim", but also to "Any State" -> "Fist" as well?
yeah
wait
i've got myself confused now 
i think you should change it on fist as well actually yeah
and then we should give er' another test?
yeah
uncheck this
oh wait you can still do gestures
this is why i hate "any state" transitions
you can make sure you aren't able to do other gestures in that animation by adding the grabbed false condition to everything else
so, i've taken care of the "can transition to self stuff, but now i just add another condition to "Any State" -> "Template Grab Anim" and "Any State" -> "Fist" that is just Nike AM 90 L Grabbed False?
or are you saying add that to every transition that aren't the ones i just listed out?
you're gonna have to add the Nike AM 90 L Grabbed False to all the other hand gestures ๐ญ
excluding the ones we created ourselves correct?
crying because i hate how much time it takes to set up the logic when using any state
it's already on the fist and sorry yeah i meant excluding the show grabbing anim
and then we should be golden for another upload?
have you make sure that the right hand layers(in fx)have the Animator Tracking Control behaviors as well?
ooooh
you know i might have actually forgot about that, would be a good explanation as to why it wouldn't cooperate in game
huh, they do though
ohhh
but they were probably also supposed to get the parameter thing too right?
parameter driver
yeah, but if they already had the tracking states then i wonder if something else is messing with tracking
I Should still add the parameter drivers to the right though, correct?
yes
ok, we'll see how this appears in game now
unfortunately, that had the same issue as the last test]

actually it seems i've found more info
ok, so when i grab with my left hand, and there is a shoe in my right hand, it makes my right hand hold the shoe correctly and the left hand do the spazzy thing
and when i let go of the grab gesture in my left hand, the grab on my right hand stays looking correct
until i change gestures in my right hand
and when i do that it resets to a normal position if i do have a shoe in my left hand
- make sure this is off on the right hand transitions too,
- make sure the animations for every animation you make is not set to loop (by selecting them in assets and checking in inspector)
- make sure write defaults if off for every animation state you've made
and if i don't have a shoe in my left hand when i do that, the right hand will start doing the spazzy thing, albeit a bit slower
so just make sure the "Loop Time" box is unchecked?
Reminds me of this issue i had (god i hope this is the right video)
Yes that
The issue in the video is that the eyebrows are set to waggle like that, but the eyes were absolutely not supposed to repeatedly blink
these four all had loop time checked
Yeah unchecking them all might help with some of these issues
i'm also noticing write defaults is turned on on some of them too
ok i also unchecked write defaults for the "Template Grab Anim" state in the gesture controller too, i assume that's needed as well
Yeah
the toes are flapping too
yeah, the toes are sort of linked to the hands
oh i see
๐ฅน idk whats wrong, i think i've gone over every fix i've had to do for similar issues
well, i might try and see if anyone in the unity server has any ideas
buuuuuuuut if anyone else here sees this and would like to throw their hat into the ring, do let ke know, other than that, i shall probably be going to bed
wait
should the animation i made by posing the fingers be showing up here?
cause i figured i'd test it once more before heading to bed and it's not showing but it might just be file placement
no, it's not file placement... it's in the same place in the file explorer as all of the other four animations
can someone tell me what i need to do im tryna uplaod an avatar but it has some facetracking stuff so i just dropped a file in but now this pops up idk what to do
an error pops up when trying to upload without the file so idk if its the version or
I really need help.. I. can NOT get seats working on my avi. I have tried literally everything it just.. won't work.
Looks like what you dropped in was an entire other project, including a duplicate of the sdk, which will cause errors
im gonna try downloading another version of face tracking which the creator recommended. but theres like 2 versions theres one without it and one with it in the ss, im trying the one that includes FT bc the non one doesnt work
i got it to work it was the face tracking version i was using ๐
Anyone know of reasons to why i cant load into my avatar whilst in a world? I always have to load it and go into another world for it to load my avi
Unity is very helpful... any clue why we're getting these errors on the model?
Hi I was wondering if vrchat made the quest shaders additive and alpha blended not compatible anymore? Is there any way I could make work like using a different unity or sdk 
trying to install vrclens to my avi but even after all the tutorials i watch nothing acutally works and when I test it, nothing shows up even though i did everything properly. anybody know whats up? (im using version 1.9.2)
Anyone? Bumping this up..
I just
for the life of me
can not get the fucking seats working
I can't even get them interactable!
okie so allow me to explain the solution, I have a folder with the textures, one of my toggles is a texture swap, the avatar could not upload with it. For some unknown reason, the materials want the textures to be in a different folder in Unity, the original texture folder holds a total of 10 texture PNGs at this very moment, once I placed the other textures in a different folder then placed in the added materials the avatar was able to upload with no issue. I have to also re-convert the textures I wasn't able to add along with giving them a different name(not added numbers/letters to the original name) along with placing the other materials in another seperate folder. The most weirdest issue and solution I have ever had in my 3 years of using Unity.
?
me too i'm also having trouble with seats
what just adding seats to an avi ?
yeah
Put a box collider and a vrc_station on a component you want as a seat. Adjust the box collision and check the "is trigger" to checked
yeah, but for quest
hmm removing the box collider and just leave the vrc_station there should do the trick
it doesn't
looking over everything here and still can't figure out for the life of me wtf is even wrong
god i hate unity
is rigify's automatic rig in blender useful for rigging avatars or is it too far from unity/VRC standars and won't be of any use
did this happen after an export from blender ?
I think so
i cannot guarantee this will work, but i've had similar issues after changing bones. what i did was i set the fbx to be Generic clicked apply and then swapped it back to humanoid
@misty hemlock for humanoid rig mixamo works great.
How in the world does my avi have 263 contacts? there is no way in hell it has this many there has to be something else going on?
Did you really check on each individual object in your avatar and count?
i mean there's the usual ''funny'' stuff that's around 13 i would say (using the wholesome config)
i do have some special contact detectors that links to those so double that number
then there is some of the physbones (idk if they count)
and then some stuff i added with vrcfury/modular that is about 8
either way having 263 contacts is a massive stretch there is no way my avatar has this many something must be up
at best it probably has 40 something
Try restarting unity. If it still reported the same number then try removing those thing you added and see which one is the culprit.
oke ! ill do that thank u
Need help: How to fix an issue where the avatar floats when I lift my head up?
Possibly your view point is too far forward - is it a furry avatar and you put it out along the muzzle?
It ought to be right between the eyes, like half in and out of the face on a standard human head
It is in the head a bit; more inline to where the head bone is; I'll move it to between the eyes and hope it'll work.
usually happens with avatars that have a large head relative to the body, sometimes it is pretty much unavoidable
depends on the avatar though
My friend did think the head is a bit big than it should be. Here's what he looks wyt?
no that looks fine, i'm talking more about very cartoony or plushie-like avatars
like where the head is about the same size as the body
for example i made an avtar of this plushie and it has this issue
you can always fix it by putting the viewpoint in the same location as/very close to the head bone
but sacrificing how close your eyes are to your avatar's actual eyes
I tried that but it didn't resolve the issue. So now I'm testing out the suggestion Kazin put in terms of having the viewpoint between the eyes half in and out the face. Like so:
jsyk the head bone is the at the bottom of the head/top of the neck
it's where the joint is
kazin said that your viewpoint is probably too far forward, but i'm saying it may also be too far upward
personally though on most avatars I put my viewpoint between the eyes and slightly backwards, a little less than halfway into the head
I just made a video about this
Well just tested out that view; certainly an improvement. Still a little bit float to when looking up so may move the view downward a bit. Try and get a good balance of good view and tracking; but I thank you for the suggestions ๐
excellent
Is there a easy way to allow my friend to clone and keep using a avatar i uploaded without setting the avatars privacy to public? Turning on allow cloning doesnt help :(
private is not clonable
Nope, avatars can only be private (only you can use them) or public (everyone can use them through cloning or knowing its ID).
Damn, lkast time i just logged into their account on vrc creator companion but ppl here told me that could get them banned or somethign for being a alt
Tupper has brought up a reason why there isn't any way to share avatars https://bsky.app/profile/dtupper.com/post/3leauu3arvc2m
TLDR: they want to keep it as a feature for a eventually avatar market that they run.
Idk why i have such a hard time reading this. Does it mean they want to prevent ppl from stelaing avatars r the creator of vrchat wants to sell skins?
As in?
they don't want to allow this now, they want to build a thing where you become an official vrchat creator and can do this via their system, likely involving money
at least, that's how I read this.
So they want to charge you to upload to someone else's acct
Alright so ill jsut upload it for my friend on my pc then
Or send them the finished product idc
Put simply, VRChat want to make their own gumroad at some point, this would be a feature to make it stand out, allowing avatars to be uploaded without Unity pretty much.
If they opened up for it now then other markets could use that and get themselves established.
It has nothing to do with personal sharing of avatars
but it is being limited because of the commercial usecase
So they have no intention of implementing a system for commissions
Not unless it goes through their system I guess
Why am I not surprised
This is the first time I have seen VRChat address this so I have no idea what their eventual system might be
So wait now im confused it iwll mean they will charge you for the ability to share them easily right?
yeah they'd been avoiding commenting on it. Makes sense though really.
Potentially
Although right now it seems they aren't going to do anyrhing period
D:
At least for a while
Which, again, doesn't surprise me
They'd rather focus on lining their pockets than developing tools for the community they supposedly "care about"
... they're not currently profitable though
To be fair its not like me or my friend are ever planning on getting banned and i do have backups of the uplaoded skins, its just annoying haveing to log into their accoutn on the vrchat creator companion :(
VRChat is not financially in a good state, adding a store like this would make a lot of sense.
It is strange that they haven't already made their own asset store, it doesn't even need any fancy features, it just needs to exist.
But nobody asked for a store lol
Jinxxy is the new gumroad, it seems
Oh well
Hopefully they figure out something soon
I wouldn't mind a store from vrc themselves if it gives us an opportunity to interface with customers without having to go all about sideways trying to upload it
And if they want to charge a service fee for initial upload, I wouldn't mind that either
But it's like idk they're all over the place and maybe that's why things aren't going so great
Jinxxy is just a category for gumroad.
it's not "lining their pockets" it's literally making sure they have enough money to keep the platform up AT ALL. Platforms like this need a crap ton of money to work, from the server storage space just to keep all our avatars and account data stored as well as having enough servers to handle the thousands of people playing the game at once, all that at this scale costs well into the THOUSANDS of dollars if not far more, and keep in mind they'd likely have to RENT these servers, which means they'd need a constant source of income. Not to mention the developers need to get payed enough to LIVE, you think they can just develop all these tools for free? It's not something that can be done in their free time while working another job, this sort of development cycle takes a fuck ton of time and dedication and they deserve to get payed for it. fuck off with that "lining their pockets" bullshit
Yeah no I spoke out of line
I sometimes forget that VRC isn't ... how do I say this... isn't as .. established as other companies. You get so used to corporate bullshit it's very easy to glance at VRC and go "this is another well-off corporation trying to bleed everyone's wallet" by accident.
At least for me anyways
i've seen that sort of mentality being applied to a lot of game companies that work damn hard just to give their players a fun experience. I'm just sick of hearing it. Thanks for understanding.
No no I don't blame you
It's just hard in this day and age to not assume every corporation has only their interests in mind, so it becomes a sort of second nature
At any rate, ๐ซก , thanks for straightening me out
I'm on the spectrum so sometimes my perception of things is quite backwards
I still need help
Like someone to guide me
Iโm not the greatest at stuff like that
have you rigged her?
I'm not quite sure where to ask this - does anybody know how to export a unity package as an FBX so I can edit the texture in Substance painter?
probably your model is already a .fbx file in your project
I've found it inside of the unity project, but I don't know how to get just the FBX file
You could literally copy the fbx out
select any part of the avatar's body
select its mesh: this will bring you to the fbx's location in the assets
right click -> open in file explorer
I've found the mesh, but this is something from an asset I am trying to export. Shoes, specifically
It's from a full outfit, if that makes a difference
Ohh, I think I see it now
when you import the fbx into substance painter, it will give you access to all of those parts; if the shoes are their own material, youlll be able to edit them independently
(bro literally has the fbx file on screen lmao)
you can also configure which textures get exported, so if you colour just the shoes mat, you can export just the shoes texture
I'm new, man. Cut me some slack.
sorry i didn't mean to make fun of you. I see the list of mesh files in your assets at the bottom of the screen, and to the left of them, they are connected to the fbx file you are looking for
I guess my issue is that I can't figure out how to export it into substance painter, then.
Because whenever I try, it says there is an error
you don't need to export
I've got the fbx open in my files, and I'm trying to drag and drop it into SP but it keeps showing me this
you have to configure new project
then click select file, navigate to fbx location
you can copy the location by clicking, copying and pasting the address
it is a file on your computer, the assets folder view is basically a glorified file explorer. I believe you can right click and open the folder with an option like "view in explorer" or something along that lone
Yeah, I think i've found that
i'm not sure it's possible to drag and drop models into sp? at least that's not how I've done it
you have to configure new project
then click select file, navigate to fbx location
you can copy the location by clicking, copying and pasting the address in the file explorer
Maybe that's my issue haha.. how do you do it?
:this:
alli's answer
i've been working with SP for a while now
Ive done drag n drop before into spp
maybe that works, im really new to it
but not from unity assets manager
It's annoying when the .fbx file used in a substance project is not the same as the one used in Unity. Though I do this to myself all the time too
Oh I got it in! Yay!
thank you for this
i think all that matters is that the mesh and UV map is the same for whatever goes into substance
what I do is make a blender file with my avatar and use that solely for sp, I can chop it up all I want and then export it to SP. so long as you use the same materials and uv maps, you can have your chhopped up version in sp and your normal in unity
it takes like 5 minutes to do and most things can be pulled apart easily, llike usually the gums/teeth are separate from the mouth so I just Ctrl+L and move it out
Yeah in Blender I make a specific export object for use in substance for each thing I need to paint on
just make sure you don't accidentally duplicate materials, blender has a habit of making clones so you end up with Body, Body.001, Body.002
i think that can happen if there are duplicate slots of one material (multiple meshing using one material count as a duplicate)
would anyone know why my arm is so weirdly shaded???
seperate meshes? multiple materials? no anchor?