#avatar-help

1 messages ยท Page 45 of 1

raven orbit
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it wouldn't show anything related to mmd...? what are you looking for

brisk hawk
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This

tranquil niche
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Ah, so this is where i'll create the constraint

raven orbit
# brisk hawk This

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

tranquil niche
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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

raven orbit
tranquil niche
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if it helps, it's the step that's being done about 40 seconds into the video you or kazin linked

raven orbit
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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

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to play it safe i'd just add an empty for each shoe at every position it would be

tranquil niche
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coolio we'll do that then!

raven orbit
tranquil niche
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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?

wide moth
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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.

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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.

raven orbit
tranquil niche
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ohhhh i did lower leg because by default that was the shoes root bone. does that matter at all?

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or is this just a bone i should have deleted in blender?

raven orbit
raven orbit
# wide moth

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

raven orbit
tranquil niche
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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

wide moth
tranquil niche
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again, it might just be that none of this skinned mesh render stuff matters and i'm just being a little dumb here

raven orbit
# wide moth I tried to repose it, but sadly, it breaks the mesh's verticles off.

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.

raven orbit
tranquil niche
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ok, good to know!

raven orbit
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only the weight painting makes it follow the bone

wide moth
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I figured it out!

wide moth
raven orbit
tranquil niche
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I assume this all seems in order

raven orbit
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looks like it

tranquil niche
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and by that merit, this should be correct too?

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well actually the numbers should be from top to bottom 1, 0, 1, 0

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or?

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yikes, i must have done something wrong

raven orbit
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i dont think you need 2 feet poses on one parent constraint unless you ever want to switch the shoes around lol

tranquil niche
raven orbit
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yeah i said before the parent constraint should be on the feet bones, not the prefab root

tranquil niche
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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

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how would i change a parent constraint

raven orbit
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delete the parent constraint from the object it's on and add it on to each individual foot bone

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the toes bones may need a rotation constraint but that's probably something to think about later vrcRat

tranquil niche
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i see where i went wrong

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i feel so dumb dumb

raven orbit
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it's fine, learning is a process that takes time and mistakes are expected

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constraints are hard ๐Ÿ˜ญ

tranquil niche
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so like that, don't mind my doodling

raven orbit
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there's a dropdown for the bones below the Nike AM 90 Armature

tranquil niche
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and then put parent constraints on the left foot bone and right foot bone correct?

raven orbit
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yep

tranquil niche
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Yusssss!

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also, should i fix the thing i did earlier with the heirarchy?

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I cannot spell that word correctly to save my life

raven orbit
somber sequoia
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hi-er-arch-y

tranquil niche
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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

tranquil niche
somber sequoia
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yeah it worked for me ๐Ÿ™‚

raven orbit
tranquil niche
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So right now it looks like this

raven orbit
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yep

tranquil niche
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ok, so, cool!

raven orbit
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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?)

tranquil niche
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Weโ€™ll give her a spin

raven orbit
quaint badger
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I donโ€™t 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 doesnโ€™t apply to the game. I donโ€™t know what Iโ€™m doing wrong can someone please explain I really want it to work but am lost on what to do??

tranquil niche
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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

raven orbit
raven orbit
tranquil niche
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i think your first suggestion would be a tad better so we'll stick with that

raven orbit
tranquil niche
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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?

raven orbit
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๐Ÿ‘๐Ÿ‘๐Ÿ‘ and i think the empty objects for the lower legs are already in the right position for that

tranquil niche
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under foot

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but is that nearly the same?

raven orbit
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yeah sorry i mean like the position in the scene is fine, you can just drag them under the legs in the hierarchy

tranquil niche
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so this is what it looks like now

raven orbit
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yep

tranquil niche
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and just to make sure my brain is working correctly, I do or don't have to do anything in the scene?

raven orbit
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in the 3d view i dont think you have to do anything yet

tranquil niche
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got it, i'm pretty sure i've understood everything properly so let's give it a whirl

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welp

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it's still broken, but i think I know what i did wrong?

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when i hit zero the shoe just moved into the other shoe

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so i think i just have the game objects named incorrectly, essentially Ls and Rs reversed

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yeah.. everything looks correct but it's not working properly?

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well the lowerleg R is working how it should

raven orbit
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do both game objects happen to be in the same place?

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in the scene

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because if that's the case you can just move it over in the scene

tranquil niche
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So, just hit zero and then move the shoe back to where it's supposed to be?

raven orbit
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like you select the game object and move that

tranquil niche
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oooohhhhh the empty game objects i made

raven orbit
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the main reason for using game objects in parent constraints is because it's a pain in the ass to set offsets

tranquil niche
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that would make sense, i did just copy them for ease of naming

raven orbit
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so we position stuff with game objects

tranquil niche
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let's seeeeee

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okay

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holy moly let's hope this works

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and it does!

raven orbit
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epic

tranquil niche
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i have no clue why i thought empty game objects were something that just only exsisted in the hierarchy and not the scene

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so should this be a point where i upload it to make sure everything is working properly?

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or would the shoes not bend with the foot at this stage?

raven orbit
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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

tranquil niche
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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?

wild needle
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forgot to mention that it worked so ty๐Ÿฆ

raven orbit
tranquil niche
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though i guess none of the actual toes have any weight paint, just the toe and toe sub

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so essentially just these two guys

raven orbit
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yep

tranquil niche
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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

raven orbit
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yeah especially if they have no weight data on the shoes, they can just be ignored

tranquil niche
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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?

raven orbit
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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

tranquil niche
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oh, i guess there's a surprise third

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it's such a tiny bone I can't even see it

raven orbit
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add the constraint to the "small" one i guess since everything seems to be parented to that

tranquil niche
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should I not add rotation constraints to all 6? "Foot L, Toe L, Toe Sub L," and their right side equivalents?

raven orbit
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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

tranquil niche
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Ok! I think iโ€™ll do that just to stray closer to the safe side

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So, will all of them look just like this? or is there things i need to change and/or sources to add

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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?

raven orbit
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yeah

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add the source then activate

tranquil niche
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And did we need to do the same for the lower legs or did we decide against that

raven orbit
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the lower legs just need the parent constraint, parent constraint is location and rotation constraint combined

tranquil niche
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ohhhhhhh, that makes a ton of sense

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but weight on all rotation constraints should be 1 and other than that just hit activate and everything should work fine?

raven orbit
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yep

tranquil niche
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although, i was about to test it

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should these be here? I just noticed them and I don't recall putting them there

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OH! wait haha!!! omg

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i should really thank you

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I saw some rotation constraints that i didn't remember making

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and because of you helping me understand what rotation constraints are, I know they are another feature of my avatar that is built in

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before my brain ignored the fact that it was there because it just looked like confusing mumbo jumbo to me before

raven orbit
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no problem, i like explaining things ๐Ÿซก ๐Ÿ‘

tranquil niche
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also should i just hit activate for the rotation constraints? or do I need to hit zero as well?

raven orbit
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hit activate for these rotation constraints cause it will automatically set an offset (if there is any) which is needed in this case

tranquil niche
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ok, let's see if this works properly

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that didn't quite work

raven orbit
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๐Ÿ™ƒ well shit

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i mean the shoes are rotating correctly so i got no idea whats wrong with the leg's parent constraints

tranquil niche
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oh, well, for starters, should they be active?

raven orbit
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yeah

tranquil niche
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that would be it, the parent constraints are not active

raven orbit
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oh, easy fix then, epic

tranquil niche
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so with this, should I need to hit the zero button first?

raven orbit
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if it was already set to zero you can just check the is active box

hollow harness
tranquil niche
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i'm so sad they don't let us scream in here

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i'm so excited that this worked

raven orbit
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nice

hushed sandal
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how do i import an avatar with the humanoid rig???
it doesn't let me pick anything when i highlight it in the animator

tranquil niche
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and this is only 1/3rd of the work needed to be done XD

raven orbit
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good job getting this far ๐Ÿ‘ ๐Ÿ‘๐Ÿ‘

tranquil niche
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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

raven orbit
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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

tranquil niche
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mind if i send a friend request your way?

raven orbit
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sure (or i mean, i don't mind lol)

tranquil niche
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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

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but just, thanks a tonnnnn

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i'll see you around!

hollow harness
left gull
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if there are some then check the dependancy/requirements listed on the models purchase page

vestal crypt
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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?

winged condor
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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

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I want to set it to 0, but it always reverts to 100

proud trout
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so why do i fold :c

fallen wave
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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

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works fine on poiomi

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solid white does this

ornate stump
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Vertex color show up in vrc mobile shader. You will have to remove vertex color attribute from blender.

fallen wave
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ty

hollow harness
obsidian rivet
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I have 3 questions

  1. How do I get rid of this strange specular on my material?, it's locked so I cannot turn down the metallic and stuff
  2. 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?
  3. Since this is a unique character and not on a humanoid rig how would I go about giving it a unique walking animation?
idle jetty
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Does anyone know how to add a image to a protogen visor as a face

junior void
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plot?

lone maple
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anyone know how to setup the head movement controller? for the wings

burnt plank
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can anyone tell me how do i fix the ideal animation when am jsut standing it just keep moving

fallow mirage
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in the descriptor

static bough
simple adder
static bough
gilded raft
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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.

simple adder
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And does the view position also mess with it?

gilded raft
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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.

simple adder
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So I should just go ahead and make the arms longer?

gilded raft
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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.

simple adder
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It probably wouldnโ€™t. Iโ€™ll try tomorrow

open sonnet
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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.

inland seal
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I was lazy to retype

frigid wren
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okay so i tried everything now and i know for sure physic + grab systeme can't match

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the contact receiver destroy the phys for some reason so if anybody knows how i could do

somber sequoia
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You mean Physbones here?

frigid wren
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yeah

somber sequoia
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not sure why you'd need a contact receiver as physbones inherently provide grab support?

frigid wren
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no not as phys bone

somber sequoia
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... I just asked that and you said yes?

frigid wren
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i need the contact receiver so i can grab the object but the object also has phys

somber sequoia
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Explain what it is you are trying to do

frigid wren
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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

somber sequoia
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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

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where "grab" is "hand in receiver and making fist gesture"

frigid wren
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yeah i did this

somber sequoia
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not sure what physbones has to do with this then

frigid wren
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well the thing is

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the phys disapear whenever i add the contact receiver even if i try to add it on the last boob bone so

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i don't know that's weird

somber sequoia
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please say "physbone" if you mean physbone so it's clear

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but yeah, I don't see what these have to do with each other

frigid wren
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yeah me neither ๐Ÿฅน

somber sequoia
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contact senders and receivers on the end of physbone chains work fine

frigid wren
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yeah i'm gonna try one more time

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maybe i did something wrong but

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oooh yeah i should maybe add a last bone just to add the contact on it

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i'm gonna try this

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thanks

toxic panther
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anyone got the blackcliff jumper weapon from genshin impact?

toxic panther
quasi briar
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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.

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Nevermind, I cut it short enough, hopefully someone sees what I'm doing wrong

somber sequoia
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probably what you should do is watch the animator while in play mode, see what is or isn't working

quasi briar
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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

somber sequoia
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just show a pic of the animator layers first

quasi briar
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Gonna double check tho

somber sequoia
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oh good ๐Ÿ™‚

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was it the blendtree layer's weight? ๐Ÿ™‚

quasi briar
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Nope

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It was another layer that came with the model it seems

faint ridge
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Ok so rn Iโ€™m at school but I need help with guns, since the avatar Iโ€™m having trouble with the gun shooting once I make a fist gesture

quasi briar
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I turned the weight down and it just started working, even though it shouldn't interfere at all

somber sequoia
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ah yep, that could happen

arctic ginkgo
# quasi briar Hi, just recently got back into making avatars and I'm probably making a silly b...

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

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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

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Just good general advice for debugging

quasi briar
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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

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Yep.. write defaults..

somber sequoia
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ooh - yes, any of those animations in your blendtree should be WD on, even if the rest of the avatar is off

quasi briar
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I always work WD on but this model is default WD off. I never changed it

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So it was mixed

quasi briar
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just skip like to 35 seconds if you're pressed for time

somber sequoia
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haha not sure why I never thought of moving the hand around like that

raven orbit
somber sequoia
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I use AV3 emulator but have GM installed, and set which animator I'm debugging in the emulator object, and it works for me

tranquil niche
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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

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basically looking for a way to make the fingers not clip through the shoe

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would i just use more empty game objects and constraints?

somber sequoia
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you could make an animation for the hand and override the normal grab gesture when the shoe is in hand

tranquil niche
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is overriding a hard thing to do?

somber sequoia
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nope!

tranquil niche
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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

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and would it have to be in a seperate animation then the one i'm using now?

raven orbit
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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

somber sequoia
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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.

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Or if you have a gesture layer there already, you could just setup the right conditions in there, depends on what you have

tranquil niche
raven orbit
tranquil niche
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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?

raven orbit
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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

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i dont have unity openbut it's like this

tranquil niche
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Ah! I see it now

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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?

raven orbit
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proxyanim, there should be some animation labled as a hand grab or something

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proxy_hands_fist.anim

tranquil niche
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So should I just make a copy of it here? or into another folder?

raven orbit
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i think you can copy it and paste it in assets

tranquil niche
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so how would i now edit the animation?

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This looks like quite a lot XD

raven orbit
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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

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like dragging over the names i think

tranquil niche
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Like, to move the fingers?

raven orbit
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yeah

high coral
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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

tranquil niche
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hmmm, i've got some thinking to do but i'm sure i can get this animation thing solved

misty hemlock
#

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 !

steep herald
somber sequoia
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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

steep herald
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That's a separate issue though

somber sequoia
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I guess I'm not sure what you gain by putting the humanoid skeleton into something not a T-pose

steep herald
#

It doesnt have to be a humanoid rig though

somber sequoia
#

This is true, if that's the goal, okay. That's a bunch of work.

steep herald
#

Ive noticed over the past few years that not everyone uses vr either

void kettle
#

can someone help me with this ive been trying to figure it out all day and im going insane ๐Ÿ˜ญ

steep herald
#

is poiyomi imported in your package, and you have a huge rigging issue

#

Ohhhh

steep herald
void kettle
#

i got the part figured out

steep herald
#

Go to your base model that you imported go to Rig > Humanoid > Configure, make sure that's all set up properly

void kettle
#

like this?

steep herald
#

configure

#

yea

void kettle
#

i clicked it

#

now what? ;-;

steep herald
#

screenshot

#

Here's mine

void kettle
primal swift
#

why is the top bar being filled with poi and thry

timid gust
#

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?

void kettle
steep herald
primal swift
#

i didn't even know it could have rows ๐Ÿ˜ญ

steep herald
#

Check the parts its complaining about, but that rig doesnt look humanoid vrcThinking

primal swift
steep herald
#

@void kettle Also screenshot your builder errors again

steep herald
#

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

misty hemlock
steep herald
#

So go back into configure, and check for anythign red, but my guess is that your model shouldnt be labeled as humanoid

steep herald
#

and error is entirely erased if youre a pc user

somber sequoia
#

*desktop*

void kettle
steep herald
somber sequoia
#

words is very hards.

void kettle
primal swift
#

it's still filling up help meeee

misty hemlock
#

What an awful sentence sorry

steep herald
steep herald
# timid gust Anyone?

Dynamic bones are no longer used, itll be less likely for someone to know the answer in my oppinion

steep herald
# void kettle fr fr

Someone correct me if im wrong, but I think Maki has to swap out of humanoid rig

timid gust
#

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

misty hemlock
#

It is a humanoid rig in term of bones, it just wonโ€™t be in T-pose by default as I need him to be leaning and players cant control avatarโ€™s back and head I believe

timid gust
#

ill keep looking for solutions ty

steep herald
somber sequoia
#

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

steep herald
tranquil niche
#

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?

topaz moat
#

Is there a Avatar creator who can make me a avatar? Please contact me via pm to talk about price...

tranquil niche
#

V

misty hemlock
tranquil niche
steep herald
somber sequoia
steep herald
#

Andf trust me, a LOOOOT of people have been losing hundreds to scammmers for years

steep herald
#

@somber sequoia did you help me with the vrcfury like a week ago?

somber sequoia
#

not sure, I don't really use fury

steep herald
#

Ah thought it was you might not have been

somber sequoia
#

I mean, maybe?

steep herald
#

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. ๐Ÿค”

misty hemlock
tranquil niche
#

Does anyone know why I cannot see the size of my contact reciever?

somber sequoia
#

I see no contact receiver?

somber sequoia
#

oh that, of course that

steep herald
#

you kinda need the reciever to be there lmao

tranquil niche
#

oh, wait you're right, it isn't there

#

sorry guys, my brain just isn't working

high coral
#

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

somber sequoia
#

specifically what issue and what did you do?

high coral
#

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

somber sequoia
#

are the materials loaded in the editor while not in play mode?

high coral
#

Yes

somber sequoia
#

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

tranquil niche
#

Should I make a separate parameter for each contact/shoe here? or is one for both ok?

somber sequoia
#

at a guess an animation is swapping materials to broken ones

flint rose
#

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

tranquil niche
#

gotcha! thanks for the help... and the tip!

flint rose
#

example

tranquil niche
# steep herald 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

flint rose
#

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

tranquil niche
#

there's a lot of learning involved

tranquil niche
#

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

frigid wren
#

Hi it's me (again bruh sorry ๐Ÿฅน) 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

arctic ginkgo
tranquil niche
#

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?

tranquil niche
#

actualy no, that smaller sphere is something else entirely

sharp imp
somber sequoia
#

are you stuck on some specific part of that?

#

or just looking for general "how the...?"

sharp imp
#

Like, I made shapekeys

#

and rig

#

but I dont understand how to setup all of that for UNity

hard robin
#

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.

sharp imp
#

because shapekeys make it not like animation

somber sequoia
steep herald
#

Is there an offshoot chance that someone here is good at troubleshooting VRC Fury ?

somber sequoia
#

ah

sharp imp
#

problem that shape make it from 1 to 100

somber sequoia
#

oh true, I see what you mean

sharp imp
#

Not like zip, it does the open immediately

sharp imp
left gull
somber sequoia
sharp imp
#

well)))

left gull
sharp imp
hard robin
sharp imp
left gull
hard robin
#

changing the blueprint ID doesn't even work

tranquil niche
steep herald
raven orbit
tranquil niche
#

ok, i shall try it this way

raven orbit
#

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

tranquil niche
#

Oh, did i set both to my other hand?

#

or actually

raven orbit
#

Both should probably try to check for either hand separately unless you're never gonna take off a shoe with the opposite hand

tranquil niche
#

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

tranquil niche
#

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?

raven orbit
#

Build and test can be easier for some cases

tranquil niche
#

I see, how would i remove the check for gesture?

raven orbit
#

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

tranquil niche
#

is this all in the animator?

raven orbit
#

#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

raven orbit
tranquil niche
#

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?

raven orbit
#

Im not sure cause i dont use gesture manager than often, but i think there may be an option somewhere to free pose?

tranquil niche
#

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?

raven orbit
#

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

tranquil niche
#

yeah, let me try that

raven orbit
#

Like at least midway to the knee or more in its radius

tranquil niche
#

you think this ought to do it?

#

screw it, i'll make it bigger

#

that does not seem to work

raven orbit
#

I think somewhere in vrc in the radial menu is a way to show overlays for contacts

tranquil niche
#

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

raven orbit
#

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

tranquil niche
#

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

tranquil niche
#

i forgot what type of tracking that's called i think a friend told me it was something like IDM?

raven orbit
tranquil niche
#

Sure thing, i'll see if that's turned on

raven orbit
#

i mean it's a debug thing

tranquil niche
#

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

idle jetty
#

Does anyone know how to add a image to a protogen visor as a face like this

tranquil niche
raven orbit
#

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

tranquil niche
#

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

raven orbit
#

Wait the 4 screenshots you sent earlier look like they are all checking for gesture left?

tranquil niche
#

yep XD

raven orbit
#

I didn't catch that before either

tranquil niche
#

i just saw that too

raven orbit
#

That explains why it works if the other hand is grabbed lol

tranquil niche
#

well, at least we know how to force someone to take one shoe off before the other now

raven orbit
#

Loll

tranquil niche
#

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

raven orbit
#

OH that's reasonable to have missed that, it changes it to greater than when you change the parameter for some reason

tranquil niche
#

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

raven orbit
#

When you changed gestureleft to gestureright. It's just one of those annoying things unity does ๐Ÿ™ƒ

tranquil niche
#

OOOhhhhhhh

#

ok, so now i guess it's time for the hardest part of holding the shoe after a quick save

misty hemlock
#

@steep herald unity is NOT happy with my hunchback

tranquil niche
#

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

raven orbit
#

I would rename the file to distinguish it from the other animation file with the same name

tranquil niche
#

ok. done!

raven orbit
#

Have you edited pose animations before?

tranquil niche
#

no, i have not ๐Ÿ˜…

raven orbit
#

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

steep herald
#

What's more alarming is the fact that its urgently needed for the next day

tranquil niche
#

So, which one of these would be the one i replace?

raven orbit
#

Top one 'Velle_R18_liltoon 1'

tranquil niche
#

and I assume I need to make a new parameter and layer here?

raven orbit
#

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

tranquil niche
#

just like this then?

raven orbit
#

Yep

tranquil niche
#

so what's next/how do i preview/edit the animation?

raven orbit
#

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

tranquil niche
#

when you say go back to the scene do you mean put it in play mode?

raven orbit
#

No i just have that window up

#

So thats right

tranquil niche
#

so do you mean just putting the animator so that it's on the same screen as the scene at the same time?

raven orbit
#

The animation tab is different from the animator

tranquil niche
#

ohhhhhhh

#

oh that yes

#

the thing i've used and completley forgot about

#

so this guy

raven orbit
#

Yep

tranquil niche
#

so, should she already be in a gripping hand position?

raven orbit
#

Yeah the avatar pose might crunch up but you only need to focus on the pose of the hands

tranquil niche
#

oh, i need to hit the record?

raven orbit
#

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

tranquil niche
#

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

raven orbit
#

Press play or drag on the timeline a bit an it will get into the pose. I think you can also hit preview

tranquil niche
#

have i done something wrong if they play button is grayed out?

raven orbit
#

Is the avatar selected in the hierarchy? You would see the avatar descriptor in the inspector

tranquil niche
#

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

raven orbit
#

Play button in the animation tab?

tranquil niche
#

yeah

proven trellis
#

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?

tranquil niche
raven orbit
#

vrcRat weird, but if you can edit the hands from there it should work

tranquil niche
#

do i need to have the hands selected?

misty hemlock
raven orbit
#

Just the avatar. You wont be able to pose the hands from the scene view

raven orbit
proven trellis
tranquil niche
#

so should i put the shoes in hand to pose thee hands?

#

i guess that would make sense huh

raven orbit
tranquil niche
#

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?

raven orbit
#

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

tranquil niche
#

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

tranquil niche
raven orbit
#

i dont think so? i don't know what you've done with it

tranquil niche
#

i just more meant have i been confusing with my words

raven orbit
#

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 ๐Ÿ˜ญ

tranquil niche
#

All good, take your time, my mom wants us to eat as a family tonight so Iโ€™m working on that anyhow

tranquil niche
# raven orbit

Ahh, I see, so Iโ€™d just trial and error with that?

raven orbit
#

Yep

tranquil niche
#

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 thatโ€™s constrained to my avatar to the deleted afterwards?

raven orbit
#

Sounds like a good idea

tranquil niche
#

I figured so because Iโ€™d just be itโ€™s own separate, temporary object

#

Iโ€™ll try that when Iโ€™m done eating

somber sequoia
# lone maple anyone?

seems like you'd need someone with experience working with this specific asset. What is it?

lone maple
#

its the novabeast wing prefab

somber sequoia
#

you might try asking in the novabeast discord

lone maple
#

i tried joining the discord, but i straight up couldnt for some reason ๐Ÿ˜ญ

#

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

somber sequoia
#

you could probably compare the sizes of the contacts

lone maple
#

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

civic cliff
#

why are the pants doing that

tranquil niche
#

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

somber sequoia
#

in the gizmos dropdown (globe icon at the upper-right) you can turn off various things

tranquil niche
#

Ah, I didn't see that you could scroll on that menu

#

well, thanks to whoever that was cause that fixed it

somber sequoia
#

nice

tranquil niche
#

I think this looks good enough right?

#

at least without moving the shoe's position

autumn finch
#

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

dusty hemlock
#

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

azure citrus
#

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

lone maple
timber wharf
#

@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?

azure citrus
somber sequoia
lone maple
#

so the wings attach to the tail in a way

somber sequoia
#

If you mean joining those parts of mesh together, load the model into Blender and do it there

lone maple
#

the wings are a prefab so im not sure

timber wharf
#

or weightpaint it there. i still dont get why tail should follow wings.

somber sequoia
#

doesn't matter if it's a prefab or not really

lone maple
#

alright

amber pivot
#

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)

tranquil niche
#

haha that's sort of what i'm doing but with a shoe, though i'm not very great at it yet

somber sequoia
#

doesn't look bad at all

tranquil niche
#

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?

somber sequoia
#

you can drag an animation into any controller you want

raven orbit
tranquil niche
#

woud the way i have it now make both of my hands pose like that when grabbing one shoe?

tranquil niche
raven orbit
#

delete the temp shoes whenever you think you're fully done with them

tranquil niche
#

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!

raven orbit
#

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"

tranquil niche
#

the "state" being the animation i just posed correct?

raven orbit
#

yeah, when you drag it into an animator it becomes an animation state in that controller

tranquil niche
#

so drag it to here and here?

raven orbit
#

in the gesture playable layer, that seems to be the FX

#

"Velle_Gesture"

tranquil niche
#

ah, so I need to put them in the red circle, not the highlight?

raven orbit
#

yeah you gotta open up that animator controller. you might be able to click of it to select it in the assets folder

tranquil niche
#

so we should be lookin at this guy then?

raven orbit
#

yeah and the left and right hand layers

tranquil niche
#

I assume start with something like this in both left and right hand?

raven orbit
#

yep

tranquil niche
#

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?

raven orbit
#

yeah

#

i think you need to add the parameters as well if you havent already

tranquil niche
#

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"?

flint rose
#

no, you don't make transitions to anystate

tranquil niche
#

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

raven orbit
#

copy the transitions for going to hand

tranquil niche
#

ah, so the opposite of what i sent

raven orbit
#

yeah

tranquil niche
#

so do we have to add the R/L AM 90 Foot/Hand layers into this controller too?

raven orbit
#

no, the gesture layer will only work with transform animations

tranquil niche
#

so instead of this, should it just look like

raven orbit
somber sequoia
#

.... you can copy those?

#

huh.

tranquil niche
#

maybe not?

#

i'm just-

#

oh, yeah, you can

raven orbit
#

make the fist transition this too

tranquil niche
#

also do i paste both settings and conditions?

raven orbit
#

yes

tranquil niche
#

and i presume i can delete the condition that reads "Parameter does not exist in Controller"?

raven orbit
#

yeah you gotta add the Nike AM 90 L [and R] Grab parameters to that animator too

tranquil niche
raven orbit
#

if the condition is broken you can delete it i guess, but you gotta make sure the contact 's parameter is in the conditions

tranquil niche
#

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?

raven orbit
raven orbit
tranquil niche
#

so just the parameters, layers are fine

raven orbit
#

yeah

tranquil niche
#

wait that actually makes sense yeah cause we're doing everythinbg on the hand layers

#

thet were both bools right?

raven orbit
#

yeah

tranquil niche
#

so it should look like this?

#

i think so, cause the broken condition updated itself

limber lily
#

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?

raven orbit
tranquil niche
#

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?

raven orbit
tranquil niche
#

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?

raven orbit
tranquil niche
#

ahhh, makes sense

raven orbit
#

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"

tranquil niche
#

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?

raven orbit
#

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

tranquil niche
#

AH! and the states were the boxes ub the little grid area of the animator correct?

raven orbit
#

yeah

tranquil niche
#

so i was coorect!

#

\yay me

#

so add them to L AM 90 Foot and L AM 90 Hand? (and their right counterparts)

raven orbit
#

yep

tranquil niche
#

Like this? or is there a way to make it so that i can move one checkmark without moving all the others

raven orbit
#

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

tranquil niche
#

ohhhh, that'd be why

#

So like this then?

raven orbit
#

yep

tranquil niche
#

that... was not as hard as I thought it was going to be

#

So would that be it? or is there more to it?

raven orbit
#

surprisingly easy step. i think you can playtest it now. hopefully everything works right

tranquil niche
#

fingersssss crossedddddd

#

OOOF it's not working

raven orbit
#

vrcTupCry whats wrong

tranquil niche
#

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

raven orbit
#

oh man, i didn't think of that but it makes sense it would do that omg ๐Ÿ˜ญ

#

there's a way to fix it though

tranquil niche
#

well that's good

raven orbit
#

you'll need to add two new boolean parameters to your avatar, like "leftShoeGrabbed" and "rightShoeGrabbed"

tranquil niche
#

on gesture or FX?

raven orbit
#

on like the avatar's parameters list itself, as well as both of those animators

tranquil niche
#

i think that's correct

#

and then both FX and gesture too

raven orbit
#

then the gesture layer, the conditions that check for the contact parameters need to be replaced with the new ones

tranquil niche
#

is unchecked false and checked is true?

raven orbit
#

yes

tranquil niche
#

for the "Value" checkbox

#

so like this

raven orbit
#

yep

tranquil niche
#

and if i understood what you said earlier, for the gesture controller stuff everytime i see grab, just change it to grabbed?

raven orbit
#

yep

tranquil niche
#

and this change will apply to not only "Any State" -> "Template Grab Anim", but also to "Any State" -> "Fist" as well?

raven orbit
#

yeah

#

wait

#

i've got myself confused now vrcTupCry

#

i think you should change it on fist as well actually yeah

tranquil niche
#

and then we should give er' another test?

raven orbit
#

yeah

tranquil niche
#

the left hand spazzes only when I use the grab gesture

raven orbit
#

uncheck this

#

oh wait you can still do gestures vrcTupCry 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

tranquil niche
#

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?

raven orbit
#

you're gonna have to add the Nike AM 90 L Grabbed False to all the other hand gestures ๐Ÿ˜ญ

tranquil niche
#

excluding the ones we created ourselves correct?

raven orbit
raven orbit
tranquil niche
#

and then we should be golden for another upload?

raven orbit
#

have you make sure that the right hand layers(in fx)have the Animator Tracking Control behaviors as well?

tranquil niche
#

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

raven orbit
#

yeah, but if they already had the tracking states then i wonder if something else is messing with tracking

tranquil niche
#

I Should still add the parameter drivers to the right though, correct?

raven orbit
#

yes

tranquil niche
#

ok, we'll see how this appears in game now

#

unfortunately, that had the same issue as the last test]

raven orbit
tranquil niche
#

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

raven orbit
# raven orbit uncheck this
  1. make sure this is off on the right hand transitions too,
  2. make sure the animations for every animation you make is not set to loop (by selecting them in assets and checking in inspector)
  3. make sure write defaults if off for every animation state you've made
tranquil niche
#

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

dark jay
#

what casues this issue

#

look at the chest near the upper chest

tranquil niche
#

so just make sure the "Loop Time" box is unchecked?

raven orbit
raven orbit
tranquil niche
#

these four all had loop time checked

raven orbit
#

Yeah unchecking them all might help with some of these issues

tranquil niche
#

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

raven orbit
#

Yeah

tranquil niche
#

ok, here goes another test then

raven orbit
#

the toes are flapping too

tranquil niche
#

yeah, the toes are sort of linked to the hands

raven orbit
#

oh i see

#

๐Ÿฅน idk whats wrong, i think i've gone over every fix i've had to do for similar issues

tranquil niche
#

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

worthy bramble
#

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

proven trellis
#

I really need help.. I. can NOT get seats working on my avi. I have tried literally everything it just.. won't work.

raven orbit
worthy bramble
#

i got it to work it was the face tracking version i was using ๐Ÿ‘

summer hearth
#

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

dry briar
#

Unity is very helpful... any clue why we're getting these errors on the model?

long dirge
#

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 vrcTupCry

zealous pine
#

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)

proven trellis
#

I just

#

for the life of me

#

can not get the fucking seats working

#

I can't even get them interactable!

hard robin
# hard robin so this has been an annoying case for me, I've used this model several times, I ...

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.

proven trellis
#

Please

#

someone

#

I'm being driven to fucking insanity

light charm
#

me too i'm also having trouble with seats

molten pulsar
light charm
#

yeah

molten pulsar
# light charm 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

molten pulsar
dry briar
#

god i hate unity

misty hemlock
#

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

molten pulsar
dry briar
#

I think so

molten pulsar
# dry briar 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

timber wharf
#

@misty hemlock for humanoid rig mixamo works great.

shut plover
#

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?

ornate stump
#

Did you really check on each individual object in your avatar and count?

shut plover
# ornate stump 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

ornate stump
rose siren
#

Need help: How to fix an issue where the avatar floats when I lift my head up?

somber sequoia
rose siren
arctic ginkgo
#

depends on the avatar though

rose siren
arctic ginkgo
#

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

rose siren
arctic ginkgo
#

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

rose siren
somber sequoia
#

excellent

bold sun
#

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 :(

somber sequoia
#

private is not clonable

indigo compass
bold sun
#

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

somber sequoia
#

yup

#

it's more that if one of you gets banned, likely the other will too

indigo compass
bold sun
plush onyx
#

As in?

somber sequoia
#

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.

plush onyx
#

So they want to charge you to upload to someone else's acct

bold sun
#

Alright so ill jsut upload it for my friend on my pc then

#

Or send them the finished product idc

indigo compass
#

It has nothing to do with personal sharing of avatars

#

but it is being limited because of the commercial usecase

plush onyx
#

So they have no intention of implementing a system for commissions

indigo compass
#

Not unless it goes through their system I guess

plush onyx
#

Why am I not surprised

indigo compass
#

This is the first time I have seen VRChat address this so I have no idea what their eventual system might be

bold sun
#

So wait now im confused it iwll mean they will charge you for the ability to share them easily right?

somber sequoia
#

yeah they'd been avoiding commenting on it. Makes sense though really.

plush onyx
bold sun
#

D:

plush onyx
#

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"

somber sequoia
#

... they're not currently profitable though

bold sun
#

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 :(

indigo compass
plush onyx
#

But nobody asked for a store lol

indigo compass
#

Gumroad kind of sucks

#

Booth is alright, but messy

plush onyx
#

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

ornate stump
raven orbit
# plush onyx They'd rather focus on lining their pockets than developing tools for the commun...

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

plush onyx
#

At least for me anyways

raven orbit
plush onyx
#

At any rate, ๐Ÿซก , thanks for straightening me out

#

I'm on the spectrum so sometimes my perception of things is quite backwards

dusty hemlock
#

Like someone to guide me

#

Iโ€™m not the greatest at stuff like that

plush onyx
placid mica
#

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?

somber sequoia
#

probably your model is already a .fbx file in your project

junior void
#

A unity package consist of fbx etc etc

#

All you need to do is find it

placid mica
#

I've found it inside of the unity project, but I don't know how to get just the FBX file

junior void
#

You could literally copy the fbx out

plush onyx
placid mica
#

Ohh, I think I see it now

plush onyx
#

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

raven orbit
#

(bro literally has the fbx file on screen lmao)

plush onyx
#

you can also configure which textures get exported, so if you colour just the shoes mat, you can export just the shoes texture

placid mica
raven orbit
# placid mica 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

placid mica
placid mica
#

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

plush onyx
#

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

raven orbit
placid mica
#

Yeah, I think i've found that

raven orbit
#

i'm not sure it's possible to drag and drop models into sp? at least that's not how I've done it

plush onyx
#

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

placid mica
raven orbit
#

alli's answer

plush onyx
#

i've been working with SP for a while now

junior void
#

Ive done drag n drop before into spp

raven orbit
#

maybe that works, im really new to it

plush onyx
somber sequoia
#

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

placid mica
#

Oh I got it in! Yay!

raven orbit
#

i think all that matters is that the mesh and UV map is the same for whatever goes into substance

plush onyx
#

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

somber sequoia
#

Yeah in Blender I make a specific export object for use in substance for each thing I need to paint on

plush onyx
raven orbit
amber pivot
#

would anyone know why my arm is so weirdly shaded???

balmy barn
#

seperate meshes? multiple materials? no anchor?