#avatar-help
1 messages Β· Page 46 of 1
How many seats are feasibly allowed to be put on a VR chat avatar totally not asking so that I can make a helicopter that can station 12 people
Would anyone be ok with helping me make an avatar using game models
could someone tell me why my material doesnt apply well on UV when I import the fbx ? is there something to do ? thanks
checked the anchor but nothing seemed to work?
I may be completely off but isnt something with wrong sided normals on your mesh ?
i checked but all of them are facing normally,,,
it may be the materials messing up so i may redo them
Do you know what my issue could be ?
I feel like its something stupid but im a total beginner
afaik, the limit is 6, but I could be wrong
hi, is there anyone who is good at uploading avatars and would be able to help with my issue? Theres more issues listed with the VRCFury but i was just wondering if anyone could possibly help.
click edit in prefab, disable the two checkboxes "compress puppets" and "compress bool toggles"
then go up to the top, vrchat SDK > utilities > network id import and export utility > click regenerate scene ids for both the quest and pc side
You have to tell what parts of the body to move with what bones. I've attached the rig I use and some random tutorial that's hopefully good, you only care about the part where they tell you about weightpainting, ignore anything about constraints or creating the rig
https://shunaka.gumroad.com/l/CbdBI
also, weight painting is not fun, it's very finicky so I hope you have patience
Is it okay if i dm you?, like how do i put the thing in the same place as her
it opened a different place
you need to have basic knowledge of blender to tackle weightpainting
you can copy and paste the rig into your current project by selecting it and pressing ctrl+c, ctrl+v
Would it be possible for someone to help me in creating a new avatar? It's my first one and I dont have experience in unity
I unfortunately don't have time right now to walk you through step-by-step
I have commissions I'm working on and I'm repairing older avatars that I've been meaning to fix for a while, but I will be starting paid lessons of blender/unity/substance painter/etc soon
follow tutorials, ask here if you get stuck, provide details
Hi! I'm currently having issues with my hands and wanted to know where to start
rigth now in blender it looks like this
but in unity it looks like this (When closed)
in game they bend backwards like this
is there any way im supposed to have them resting or something?
if you move your fingers do they bend backwards too or forward
you're thinking bone roll being wrong maybe?
maybe idk
they bend forwards and look a bit more decent when i rest my finger on the trigger
it's just that weird default pose plus they're all kinda slanted in 1 direction
I wouldn't expect that to be so bad, but yeah, check to be sure the bone roll for those is 0
captured this last night im not in game rn to screenshot
How come I keep removing parameters to the point it's 201/256, yet when I upload it tells me its 261/256
got something like vrc fury on there?
yeah
the index and middle were rolled 180 while the ring and pinky were rolled 0
not sure that's the issue since all fingers are bent the same
with the compressor thing for the parameters
start by fixing those, see if it helps
could also try to make them more straightened out and parallel like this because that's what unity is expecting for humanoid models
yeah that was my second thought, they're a bit splayed. but I'm not sure why it'd cause the backwards curl
does it have something to do with it? feels like if I removed like 50 parameter slots, only like 5 actual slots are freed up
it can, if some component adds extra parameters. You'd have to look at them all.
might be a good idea to add some downwards curl to the fingers.
also, how are you going about applying the pose as the new rest pose?
applying it via CATS
anyways, some amount of upwards bending is normal, most people can do that a bit
good π
did you do Pose > Reset in unity after reimporting modified FBX?
i added a bit of downward scale before and the same thing happened
didnt know that was a thing, but ive been setting the rig to none and then humanoid again to reset it
same deal
the roll of the bones might be incorrect. turn on bone axis, and check that they're correct
in blender or unity?
fix the hand bone too
got it, hand bone is fixed
though that didnt change the fingers, just moved my hand slightly down
still need help if anyone knows β€οΈ
perhaps the textures aren't designed for the UV map the mesh has, can't tell from this image.
Say I want to use a single audio controller, but want it to be able to randomize between audio files that it uses everytime its animation is triggered. How do?
why does it say this
if it's difficult to fix the main finger angles, does anybody know a fix for my thumb bending in the wrong direction?
Does anyone know how. Or have a tutorial on making facial expressions for gestures and adding it to the avatar in unity?
I can't seem to find this script when adding a component.
old sdk wont have it , its a behaviour in a controller
theres my random audio setup (paramter 0 = silence , greater then 0 play a random one)
that thing
add it to a state in fx controller
Hey so im tyring to uplaod a chracter i uploaded a few months ago but this time im getting a Application error. I dont know what exactly is the issue though. I don't know if these are enough information to discern where the problem could be but if they are please let me know :3
The offline build test did work
looks like there may be more errors above - post the first 2-3.
Above that were jsut warnings. I think i may have foudn the issue so im retryign the upload right now, if it fails again ill try to uplaod the entire log or look for more errors
Ok lemme upload the logs
Im not sure if you just wanted the errors or also the warnings, but i just sent the warnings
errors
some of the errors suggest you should probably unlock and re-lock your poiyomi shaders
the "1's position" one is a side-effect error, usually you get the real problem ones in the first 5 messages, at the top.
the rest of this is just noise
Is it noting any specific shaders i should unlock and relock?
the ones it's complaining about in the error messages
seems to only be complaining about one specific shader
anybody
because that's not going to work every time, you may just have to manually paint it
what were you trying to do exactly?
I dunno how to do that
or what that means
right so again, exactly what are you trying to do here?
how do I make it so only one of these toggles can be on at once? So if I have like.. annoyed enabled and I enable say, happy or something it disables annoyed
you can put VRC Avatar Parameter Driver on one of the animation states, use it to turn off a different variable
I'm not sure how those are implemented, you might want to ask in the vrcfury server
trying to put these on the actual character
π₯²
"these"?
the amature idk what there called.
Looks like you have an armature, are you trying to weight paint?
Well i want to connect the bone to the actual model.
and idk what thatt is im a beginner π
Did you make the model?
ok - and did it have an armature or are you adding that?
ah interesting. Ok so you probably tried the "parent with automatic weights" thing, right?
Yeah thats what the video told me, but yes
okay. so if that didn't work, probably you'll have to do some manual weight painting. You most likely would anyway though, the automatic stuff gets you close at best
im not sure how to do tht
What exaclty is that
have you not just done a web search for a tutorial?
idk what to exaclty search.
blender "weight painting" is probably a good idea
Do you know if I can control an animations speed with a radial? Is that possible?
please don't ping me for new things. But yes, there's speed and position parameters on animation states, use a float value
i did it but how do i know if it looks good or not
sorry, you did what?
the rigging?
oh - not sure why you replied to that then
basically if it moves how you want it, it's good π
I forgot what problem this is. How do i fix this
Why is this stuff seprated when i move the head
π
looks like extra objects you didn't weight paint yet
you too, please don't ping me to ask random new questions
if I had an answer, I'd have provided it.
you could probably search through the history to find others with the same problem and the kinds of things people asked them about it
Where do i find the history
I meant of this channel
Ohπ
anyone know how to do cutouts for quest side of vrc avatars
cutout as in an avatar that's just a plane (flat picture)?
My textures are all on the same material and work fine in blender with uvmaping, its when I import the fbx in unity, it doesnt work I feel like it did not import the uvmaping
if you mean cutout by transparency, i've found this way to do it in blender
Do you have multiple UV maps?
that would be weird. but... the list of UV maps is ordered, if you have more than one, it could be they got mis-ordered
i think selecting a uv map makes it the first index on export
I always check the order before export - but I'm often combining or re-ordering them too so it's just part of the process
Can I stop it from doing.. this? it's a 9x9 sprite, and yes I set the texture filtering to point (no filter), but that changed nothing. Can I keep it pixel-y or do I just have to upscale the image?
changing the max size may help? i'm not sure
All that does is caps the image resolution, that wouldn't do anything...
You set the parameter that controls them as an integer so it cant have multiple states at once
I already got that all figured out with VRCFury, thank you though
Would you happen to know anything on this?..
Wasnt sure yeah, good thing u got it fixed then
Cause its blurry?
In unity does it look this way once u set the image to say 16x16 ?
it's a 9x9 sprite, I turned off texture filtering but it's still trying to smooth it.
Maybe is it because its 9x9 ? Im trynna guess lol
Try to change it to 8x8 or 16x16 maybe
Iirc thats the resolutions vrc uses for the quick menus
Or well dimensions*
Wonder why itd be like that on upload if it (i assume so) looks fine in unity
what if you use the Sprite texture type?
Oh you're here.. I have it set to sprite.
I am everywhere ^^
is it possible to toggle objects using contacts
Yes
set it to point no filter
Already have..
how
You just make it so the animation the contact uses toggles an object
can you screenshot the full import settings of the texture?
hm, interesting
So i'm stuck with this?.. T . T
Unfortunately doing that also immediately makes it blurry.
it works in vrchat, maybe it just doesn't work in gesture manager? (at least it kinda looks like that's what the original screenshot was from)
trying to get this up on quest. everythings compressed but still not wanting to upload. idk if it's something i'm missing
it's still 1 mb over
yeah everything being compressed doesn't really matter when there's too many things total adding up
how tho idk what else to do to get it to upload but i wanna keep everything
i guess it's stuck as pc only
try using build size viewer
it won't reduce anything but it'll show you what is taking up the most space
then you know what to reduce
never heard of it
they're either 1080 or lower is what i have them set to
last time i uploaded to quest i never had an issue
Okay so.. 2 of the images are pixely and then the others aren't??
They all have IDENTICAL settings.
I think it's based on image scale.. it might have to be over 16x16.
it still adds up if you have too many. i don't usually use more than like 5 textures and no more than one or two materials on my avatars
all i really did was change the body texture, the wrapped tail texture, and the hair
removing two things lowered it to 41.15
so it's prob something i forgot but i dont see anything else to lower the size for
try it and see what it says is contributing the most
im struggling with contacts can someone make me a simple button contact that toggles an empty when pressed
u can
With what?
use the shader at vrchat -> mobile -> Particles -> Additive
Why is it making all of this brighter and making the black invisible T . T
use multiple instead of additive then
thats how additive works, just like the layer effect in photoshop
Why can they not just put alpha options on standard lite?
I know that wouldn't be that unperformant.
it might be though, like having too many trianlges with the additive/multiply shaders made me lag a fuck ton on mobile
i think multiply would work better and this case, and the "transparent" parts of the texture would need to be full white for that. though i think it would be better to just cut out the text and make it non-transparent (up to you i guess)
will this actually work for quest side
yes. it cuts the mesh to the edges of transparent image. then you dont need any transparency shader
you have to apply the modifiers before export though (it doesn't work well with shape keys though π )
How to fix????
hm will try this with my ghilie suit model i have
does it say security check fail on it?
No
It doesnβt even show in my uploaded i have to go on the website to put it on
Then when i do its shows a robot
This has been going for like 2 weeks now and i really need help
what shader should i use for when i import it to unity
does it happen on multiple Blueprint IDs?
idk like standard lite or something, it doesn't really matter what shader it is
alright
Yes i tried reimporting all and clearing the blueprint id and reuploading it and im still having the same issue
id contact support about that then (https://vrch.at/support) that sounds more then an avatar issue if its consistently preventing uploads from registering properly
is there any reason walk animations won't play in game when walking?, I'm using the generic rig and not humanoid if that has any affect on it
that blendtree contains animations that are made for humanoid rigs - they dont affect regular bone transforms. and any animations for a generic rig need to have been made specifically for that rig
I made a unique animation for mine, do I just have to create/use a different blend tree for generic rigs?
yeah, it's not a good idea to include any animations that wont work on your model. You could also choose not to use a blend tree if it suits your case better
in my case I just need to get the walking animation in and probably just that one, all the tutorials I can find are for humanoid rigs so as for actually getting that animation to work I'm not sure how you go about that for generic rigs
for generic rigs you basically need to recreate all the animator logic yourself. take a look into tutorials on animator controllers that are not specific to vrchat, apply that logic using the vrchat parameters https://creators.vrchat.com/avatars/animator-parameters
not without knowing literally anything about how your avatar is set up
this is more of a unity question but is there a way to update an asset version without having to redo all the settings?
still need help
H ithere has anyone had the issue where shaders would render normally and function normally in desktop and cameras, but in vr, one lens renders the particles in the proper place while the other lens has an offset?
depends on what shader is being used, some shaders just dont work in vr as they are
How do i make the eyes work properly in unity?
It's fine in blender, and all the normals are correct
it would seem your eyes have their normals inverted, this can be fixed in blender.
As i said, the normals are correct in blender
have you tried applying position, rotation and scale? sometimes you need to do that in order to see if an object's normals are flipped
Yeah, i had some transforms unapplied apparently, i'll try exporting it again, thanks
I did that, and it didn't help, so i just flipped the normals for the time being
The UVMaps also seem to be broken lol
Can i check uvmaps in unity somehow?
I kinda got it to work, i had an older UVmap in blender that i forgot to remove
Now it just looks weird
How do i make transparency work with poiyomi? Using 9.2.6
@undone mantle for proper rotation without any adjustment eye bones should be perfectly vertical
select render type at very top, opaque by default
Yeah, i have it set to additive
It seems to be the only thing that at least kinda works
If i set it to transparent, it just does this
uh what is it even supposed to be. are you sure texture got transparency
Yeah, i have an alpha map
its black...
My ColorMap/Normals/Transmission
The lense is white, it's at the very bottom in the uvmap
So, it's alpha should be at 1, no?
Or is that not how it works in poi
Both transparent/cutout seem to just remove everything other than the lense
So my guess is that poi expects an inverted transparency map?
I'll try that
Yeah, seems to sorta kinda work?
A lot worse than it does in blender, and chunk of the pupil just renders on top of everything else too lol
Cutout seems to fix that
for shine use other properties
like smoothness
and theres also clearcoat fx for extra
also feels like your normal map is not 'fixed' yet
That's pretty neat, thanks
Btw, where can i plug in a roughness map
Thanks
Can i somehow do this effect blender has, so it kinda projects the eye insides onto the lense, instead of just letting light pass through?
I had another UVmap masked in blender indeed ! thanks a lot for ur help @arctic ginkgo @somber sequoia
I made a video specifically about compressing textures for Quest
https://www.youtube.com/watch?v=LSiQuB9tP2Y
How do i fix these? I have all the bones mapped?
Try in the rig setting, down left, reset and the enforce t-pose
Did that, didn't seem to do anything
All the errors are still there
Do you have the avatar in the animator in the avatar slot ?
Yep
Also are you sure "avi" is the right bone for hips ?
Doesn't seem right
Changed it to the actual hip bone, it for some reason created another bone, instead of just picking hips?
EIther way, that's fixed now, but the issues are still there
And you are sure this is the right avatar selected in the SDK
help please
i just got my first fbt trackers but i'm struggling on adapting my avatar to look good with it
for some reason, when i put my foot back, my leg gets fully stretched, i tought it was a limitation of my trackers but then i found a avatar that doesn't have this behaviour, my legs don't get stretched with the exact same pose
i asked the author if he could give the fbx to me so i can replicate the rigging and proportions, and so i did
but it didn't fixed the issue π
same rigging, fbx well configured, using the same animators (gogoloco), but different behavior
Can you post a screenshot of the whole window when you are editing the right setting and also your console if there are any errors
how much time does it take to be able to upload avatars ?
Hey can someone with alot of patients help me out with an avatar. I'm on an old 2007 MacBook pro running windows 10 so it takes ages to do anything and also I'm a total noob. I have a little knowledge
It is the correct avatar selected in sdk
When importing an avatar into (fbx filetype) unity from blender, model doesn't appear. I assume this is because of the FBX export settings?
It's not supposed to just appear, you drag it into the scene from assets (panel at the bottom)
As in, I have set up the avatar already, already has a skinned mesh renderer
the Fbx mesh itself doesn't appear in the scene after edits in blender
That's weird
Are you sure you have the mesh visible in blender?
Lmao
how else would I see it
Scroll the SDK up
Idk lol
I usually turn off everything non essential when exporting
You have a different avatar selected
does anyone knowlegeable have an answer?
I can't seem to find fbx export settings which work
It doesn't give me any other options tho??
I just hit the "select this avatar in sdk" button, so it should work?
Weird
Oh
You have the avatar descriptor on the armature, not the avatar itself, that's the problem
You need to put it on this one
Can i move it somehow?
That worked, thanks <3
Everything seems to work now
No problem
hiya. i have my avatar descriptor set up with blendshape visemes on the correct mesh, but they don't seem to work in vrchat itself. i have been making weird noises into my mic for about 5 minutes but the face remains static. i've tested in unity with gesturemanager and everything seems to work fine. i'm not really sure what to try now
all slots should be populated, creatr empty blendshape for sil
left is unity right is blender why is tex black on unity π
Hello guys, do you know how long it does take to be able to upload avatars and worlds ?.. I really need to make it work today somehow. I played a little, added some friends and got VRC+
Thanks ! It answers a bit and gives me a time approximation. Maybe this wasnt the best channel to ask this too, my bad, thanks anyway for your answer
Are you using vrchat mobile shader?
ye toonlit
^ forgot to ping
ok it works on lightmapped aa
mobile shaders make vertex color show up. If you don't need vertex color then remove color attribute from object in blender.
ik it has visimes in blender but its not showing up in unity again aa
If the object had unapplied modifier other than armature deform, this will make object shapekey unable to export.
wdym? like remove the unused shapekeys??
No.
Problem
object had unapplied modifier
Solution
Do something about that modifier.
wdym???? like this??
or
os it something else
That.
for me after less than a week, I still was New User - also adding friends will not increase your trust rank - you need them to add you
to apply modifers press the arrow down at the modifier header and click "Apply"
Trying to add a rigidbody to an asset, for some reason it keeps moving in the -X direction in game but not during Unity testing
Freezing the X on the rigidbody fixes this but Iβm trying to make something throwable that I can pick back up (so it canβt be a particle).
There is a hand constraint on the rigidbody while it is being thrown.
Any common reason for this happening?
I got it thanks a lot !
excellent!
How do I fix this?
im struggling with contacts can someone make me a simple button contact that toggles an empty when pressed
Ok, so update to this, I just realized I hadnβt been saving like I thought I had been, I was only saving the scene, and so now Iβve just scrapped it and opened a new project and want to follow this tutorial https://youtu.be/xOGc8CetyXs?si=WCEQHHKwNXeIzspj however, is there REALLY no way to βsave asβ in unity?
Never had this much textures for one material before.
Some of them even go to the same slot
what do I do?
the numbers on those suggest they're UV tiles... does the avatar creator have any instruction or sample material?
No
He told on the model to figure it out
last time i had udims on a model i had to manually separate the materials in blender
Because this is a blend file
I merely exported it with auto rig pro
and it's a lifesaver
yeah probably this is going to be a bunch of work to get into a form for Unity
Dang
I have freetime
I'd probably try to atlas those manually, rather than split into separate materials. Or bake to a combined UV map.
obviously this is just speculation without actually looking closely at it
mmm
What's atlasing?
I can bake though
I think I got an add on in blender for it
SimpleBake is great, though not free. Atlasing is like this but you just split the UV map into square sections so it's easier to combine the textures
That's the one I have
Do I have to re-do everything though
Or can I just save this unity project and go back to it after baking to a combined uv map
I'm absolutely guessing based only on the numbers in the names of those texture files, you'd have to investigate this to be sure
I will
It's past midnight though so I'll look into it tomorrow
While I figure that out I'll upload the black suit version of the other one I did before this
When I loaded my older scenes, nothing reverted itself in my animator tab
animators are separate files, not part of the scene
As somewhat of a newbie, I canβt say that makes too much sense to me
okay. But it's how unity works.
Would just copying the entire project work for that?
or you could just copy the animator
it's just a file on disk
as are animations, menus, parameter files, materials, etc., etc.
anything that's in your Project window is a file on disk and saved separately from the scene
(scenes can contain overrides of prefab settings though...)
Hmm, Iβll have to take a look at doing that when I get home from work, but that sounds like it could work
So I added bottle of stars and pointless's ghost to my avatar. I got them aligned with my avatar and uploaded it. However I do not see their expressions in the expression menu nor do I see them on my avatar. What am I supposed to do?
Bottle of stars is an asset that gives you a bottle and you open it. It surrounds you with stars. Pointless's ghost is just the ghost from destiny with some cool features. Its attached to my avatar. I drug them to my core folder thing lined them up with my avatar and uploaded them but I can't use them for some reason and they aren't on my expressions wheel
did you add a menu item for this?
Did you follow installation instructions and dependency installs?
They have menu items in their folder but idk what to do with them
Yeah I followed their instructions
a wild guess: add the asset's menu as a submenu on your avatar's menu setup somewhere
Both of them said fury would do the rest but it seems it has not lol
I can try that but I don't know how that works
My thinking since my avatars main wheel is full it tried to put the folders in there but couldn't do I might need to move some stuff around/:
i mean you could contact each creator either directly/in their discord server (if they have one) if its supposed to just work instantly with vrcfury it might be something broken/wrong with their package or installation guide they should be informed about 
I think i have a general idea now
The one for bottle of stars I don't know how to reach yet and the one for the ghost is taking a while to get back to me. I'm not in any sort of rush so I don't mind but I figured id try and reach out to others who may know what to do
If you want the menu to be installed not in the root, bc its full for example, you must specify the menu path in the vrcfury component
How would I do that
i assume you added the menu manually and its not going there, cuz thats not how vrcfury works
I haven't added any menus the menus it has came with the unity folder I drug into assets
Heres an example of the path on a vrcfury toggle
you can define paths that already exist on your avi
so if you have "Clothes" already, you can add that and the toggle will go into it
Where is that menu-
VRCFury components are usually on prefabs
I assume you dragged something from assets to your avi
Look at that, on your avatar
It may also be a full controller like here
For the 2 assets I don't see one that says toggle
it depends what the creator used
Yeah I have controller
read the text in the center then about menu prefix
how do i make it so other people can pull phys bones?
enable collision and and grabbing, should be pretty obvious in the physbone component
also set a radius
i can grab it but other people cant for somereason
make sure grabbing set to True or if "other" that "allow others" is set
So there are a lot of errors- one problem I just fixed. Apparently I didn't put them in the root but I moved them and auto fixed that error. The other errors look to be built in warnings like "if you want to reuse the bottle change this setting but this may break this" so I'll give it another shot and see what else I need to fix
How do I fix avatar is out of space for parameters
you have too many things installed on your avatar in that case. Anything that has functionality or is toggles because both use parameters to drive thewir states like shoesEnabled etc
you can give this https://vrcfury.com/components/other#parameter-compressor-beta a try but ive never used it
Alternatively, optimize your parameters by hand, granted you know how to do that or just delete stuff
Imma try the optimization bc I don't wanna delete anything yet
Hello, I'm new to VRC avatar making. I want to add a custom gesture toggle (Specifically, if I place my avatar's hand over my mouth bit) that toggles a mask. How do I do that? The videos I saw around in youtube uses the base VRC gestures so I was wondering if this was possible?
I'd use a contact receiver and a contact sender, one placed on your hand, the other placed on your face that drive a boolean to toggle the mask state (on off). I guess you can combine that with a gesture as condition, say contacts are touching and gesture equals whatever, then toggle
Is there a video I can reference? I kinda get confused with menu stuff since I'm new to these kinds of things as well.
menu stuff?
anyway, you could watch a boop tutorial. As long as they are using contacts to toggle or trigger something, thats your start
you can always add the gesture condition later
π that's awesome to know
I'm having problem with my friend's avatar who's tongue shoots out of the mouth π
any ideas how to fix this? π
Thank you, I found a video by PxINKY and have set it aside for reference material!
i myself use contacts attached to spine and chest (sender x receiver) to "detect" when a user is bending forward. This drives a float which makes a blendshape activate more or less depending on the bending they do
yeee - PxINKY is the GOAT with this stuff. Great channel for learning
I get it a bit now, I'll search a bit more how to make it so I can only be the one to toggle it. Or maybe I can just reduce the proximity's size to be just by my avatar's mouth so nobody else can toggle it.
you can set contacts to "allow others" or "allow self"
not ticking allow others will do just that
Oh, okay okay. Thank you again for the help!
@junior voidthank you so much for your help! i got everything working exactly as it should and loaded in the game!!! the avatar looks amazing but sadly i dont have a pc that works at higher than 12 fps on low quality or id show you the pc version of the avi the most i can do is send a picture of the quest version.
alright so my ghillie suit disappeared
sdk doesnt show up, error when ever i open the projet
probably don't have all packages up to date, and there are small conflicts
disable error pause, its your av3 thats doing something with gesturemanager (id just delete it and try again) , scripts can fail first time so its always 'have you tried turning it off and on again'
in blender? you have to make sure the geometry nodes are set up right. you can adjust some individual values like setting greater than threshold to 0. you also have to make sure that the correct texture is and the uv map are selected. I would also HIGHLY suggest isolating and separating the specific part that needs to be cutout from the rest of the mesh (btw the blue section in the image i sent is optional)
what Unity version are you using (says on the window title of the project)
Is there anyway to color particle materials using VRChat/Mobile/Particles/Additive or Multiply
?
Are these animation files that you're making or from an existing package?
making
the color comes from the texture on those materials?
So I can't put a custom albedo color over them? God.. this is SO fucking limited.
why can't you just change the texture π€¨
I'm using a thing that has white textures that are just colored per 1 of the 5 things
particle systems have a "start color" field
it's made for PC and I was gonna attempt to put it on quest but
I forgot that the quest literally can not do shit
usually particle shaders don't have basecolor settings as it's handled through the particle system component
the particle itself?
the particle material
yea you use the particle itself
you arent really meant to use the material to mess with the color
-# i didn't know that, thanks for correcting that for me
there is several settings related to how its colored in the particle itself
cant enter playmode
- what unity version is this
did you import those files after putting it in a newer unity , going newer is fine - going back versions will cause issues , you can just nuke the .meta files to refresh
ill try
what settings in a phybone should i take care of for breast physics?
i just bought a waist chain and applied vrc physbone scripts and cannot get the singular bones to do anything. Advice?
Hey Guys, im trying to do facial expression blendshapes with hand gestures
I copied the default hand fx layer and added my animation to the peace gesture
and the animation works completely fine as i can tell in unity
but in game i still have the default hand gestures with no expressions
is there something I'm missing?
i've tried other animations and the same thing happens
and ofc I set it as my fx layer
didn't work as the gesture layer either just in case
if your eyebones set in humanoid rig you need to set tracking control (=animation) to animate them , otherwise im not sure whats the difference
i have separate bones to rotate, and wouldn't the blendshape still work?
they would
so the animation isnt loading
and the fx controller is being loaded since my hue shift still works
Has anyone that uses standard shader figured why using fade for brows and lashes does this?
It makes it seethru in worlds
is the face included in that eyebrow material?
The brows are apart of the mesh yes
mesh doesn't matter, if they're the same material that'll be an issue as it's in the same pass
a mesh and a material are different things
The whole mesh is connected
help pls
head,body and brows
can you screenshot the list of materials
those are absolutely not the same material π
Behind any light source
what shader is the face and eyebrows using
You can make poiyomi look like standard if you want
Ive tried
many times
is there no render que option for standard
In unity its fine
and what goes wrong
but in game
the video is more than about poi, it explains why this problem happens in the first place, which might* be able to be applied to other shaders
it does that see thru thing
It comes close but its never as spot on
Pretty sure Poiyomi has a preset for it, have you already looked for it?
Its called realistic
that's the shading
go into the light data tab, there should be "Standardish" settings
thats not the brows or lashes though, so what does that have to do with changing the material on the lashes?
True
No idea
In unity its fine
In game it shines thru
behind any light source
yeah we get that, we've already suggested a solution
Make it all one material?
we said to do literally the opposite of that π
Is there some easy fix for this? I bought this avi of gumroad and canβt even upload it
if it was advertised as being quest compatible then i'd consider that a scam ngl. it may have been put up for sale before the 10mb size limit was enforced though. I wouldn't say there's an "easy" fix for optimization but reducing the max quality of all the textures might work. there's also other tutorials online for what else you can do
363k 'android' sure you have the right avatar activated ?
Yeah
yeah kinda looks like a pc avatar... those starts are insane for android
nuke it from orbit and leave a negative on whoever said thats quest compitable
Is there any way to fix it? I paid 35 bucks I better get the damn thing
Turn down shader quality?
could be some prefab/slop on it thats massive you can remove , seen rings in the 100k's
Like if I remove a couple toggles or smth?
people who make avatars in 100k'+ usually just slap on different stuff in unity
got to dig around to see if there is one you can remove, hard to guess what that is without having it
there's optimization tutorials on youtube but reducing something like that takes a lot of work. it's not feasible to list out everything you could do, it would be quicker to start googling
They also gave me an authentication key do I just keep that for myself or do I put it somewhere?
Ight
Has anyone used "Freeze to World" in VRC Constraint?
After enabling "Rebake Offsets When Unfrozen,"
I tried the following steps to change the target transform while keeping the object's position:
- World On -> Position to A -> World Off
- World On -> Position to B -> World Off
However, it doesn't seem to work as expected. Any ideas?
The animation "X", which changes the position,
is recorded over 3 frames as follows:
World On -> Position to A -> World Off.
In the FX Layer, the structure is:
World On animation -> X -> Mirrored X -> World On animation.
Does anyone know why this might not be working?
As expected, the object's position should remain unchanged even when the target source is switched to another.
However, the object moves to a specific position every time the target changes.
if you actually paid for a 363k poly quest avatar, that seems bordering on scam to me
at the least it's negligence
I bought it from someone my friend bought an avi from and the one he bought had no issues
Itβs been an hour and itβs only dropped from 12.56 to 12.45 mbs
hey all, would this be considered screwed up?
Notice how in the preview source state, every gesture is transferring from peace?
that's normal, when it has to preview a transition from any state it just picks one of the other states. I believe you can change it too
sorry, not preview source state, the thing under it
every timeline says peace
or is what you said still true for that?
hey.. i think i know what was causing the spazzing issue now. the fist has the grabbed parameter as true, which results in a double positive (it constantly switches between both)
yes, the preview source state determines what initial state is visible from that timeline
Verrrrrrrrry roughly, how far in any measurement is an audio source distance at 500?
For the 3d sound settings
500m i think
Weβll give her a test
it stopped spazzing
epic
however......
it seems that my custom animation goes away unless i hold the controlers buttons
actually, a video would do more justice here
π€ now that i think about it, the transition to the custom animation probably doesn't even need the gesture condition
so just get rid of that guy?
yeah
ok, we are sooooo close
it works mostly as intended, however the spazzing will start up again if i touch either one of my triggers
what's the transition to idle look like?
I need someone to please help me fix my radial menu. I'm adding assets for the first time to my first avi and have no idea what I'm doing.
ooooooh this is an issue i might actually be able to help with
what are you trying to add to your menu?
Ike hud
like your ggesturewheel?
ye
can you send me a screenshot of your inspector tab after you've selected your avi in the hierarchy?
looping the grab animation probably - anystate transition to self on, or loop checked on the animation?
Loop time is off for all of the animations in use, at least the custom ones i made, and we've also unchecked transition to self on just about everything
hmm
watch that animator while doing the action, it's got to be looping somehow
bogus transition out of the state maybe
what the the transition to idle look like? sorry to ask twice im not sure you saw my question before
oooohhhhhh i thought you meant in game
IDK how to take a screenshot outside steam
windows key + shift + s
if there's a prt sc (print screen) button on your keyboard, that screenshots too
though i'm not too sure i know what you mean by transition to idle, i'm gonna take a guess and assume it looks like this?
the hand grab animation isn't in FX, so show us the gesture one
.... it shouldn't be anyway
the state really should be called neutral i guess cause that's what the gesture is called in the documentation
@tranquil niche can you do dm's?
it needs the nike am grabbed false as well, keep gesture at 0
Btw never take DMs from people acting like they'll help with issues here as it's 95% a scam, there's always people here that will help directly in this channel
oh my gooooshhh thank you allllll!
thanks for the advice, idk if there is info i need to kee private on the screen they asked me for
but if you do grab a screenshot of the inspector feel free to @ me
Click on "add component"
actually, no, just drop down the arrow that says playable layers
YES!
so you'll want to click on that top thing "KitsuneM (VRC Expressions Menu)"
or, i guess double click it
is this it?
Yes, and no XD
i'm trying to send a screenshot of my avi but it's taking me a sec
my avatar isn't the best example because i've bought something that makes mine work a tad differently
vrc fury?
i'm trying to get it fixed up so that it is
no, it has nothing to do with VRC Fury
ah
add it to the menu
why is it not recognizing the vicemes? they exist in blender but they dont in unity
these pics are from the latest VRC SDK too, if you have an earlier one they may look a little different
can i see what your inspector looks like when you doubleclick KitsuneM?
check that the blendshapes are still on the mesh in unity. blendshapes can be removed from the mesh on export if it has any unapplied modifiers in blender
do any blendshapes exist? If not, perhaps you exported from Blender with an un-applied modifier on one of the mesh objects, such as subdivision
Neiryl seems to be typing faster than me this evening π
this is how i export them
πΌ
good but not what we're asking about
also its only 1 mesh
Does it have an un-applied modifier?
apply that
might need this https://github.com/przemir/ApplyModifierForObjectWithShapeKeys
one of the best blender scripts
ill just go the long way around and apply them then remake the shapes
hey all, can you guys watch the first minute of this video and tell me which method (1 or 2) I should use for my shoes? I just don't know how "attached" to my avatar they are https://www.youtube.com/watch?v=hVtQ3vn1ROk
it would be the armature way, and you'll be able to use the parent constraints you already have for this
NOice
@tranquil niche can you joinin one of the vcs to tell me wat im doing wrong
theres no VCs in this server 
I see the way he's doing this is with toggles, though ideally i'd want to just let go of the thing and have it fall, so now i'm a bit clueless
his world drops also just float in mid air
i think i know a way this can be done, i can try to write out an explanation but it might take a while.
So like anyone know how to fix this i just bought the avi and im trying to figure it out when i press auto fix my toggles dosnt work and the same with the skip one
you may need to investigate how those toggles are set up, if they're using WD on or off
well is it suppose to be on or off im confused xD?
it's supposed to be whichever way you or the creator prefers
take your time! i'm thankful to have someone helping me with it at all!
first time using blender, originally when i imported this model the entire armature was at a 90 degree angle and i managed to figure out how to move it back with cats plugin, however, the hair is still stuck and the avatar doesn't seem to have a face, i just want to edit the blend shapes a little bit so i need the face lol
this is a selestia btw
hey guys, SDK is telling me that I have way too much vertices, but I think my character model is normal, not too high poly ? do you have an idea to solve this ? ty
if you read the error it says that you should go under 20k but you're currently at 33k-ish
honestly it wont prevent upload and isnt too bad for quest so it could be ignored it'll just be very poor ranked
I dont need it to be ranked I just need to be able to play it with a vr set, but unity wonβt let me upload it for android with this config π¦
I did the moddling and everything except rigging
I'm not sure if I should parent everything together
join, or add it bit by bit into unity
definitely should be all together
I plan to have the character toggle these [orange, notification sign, searching, alerted, caring, and pillow prop]
there's a lot of ways you can do that. I can't give you any specific answer as to what you should join, because you'd need to pick the toggle method yourself and build the proper setup for it
her booty might be too big
baby got back?
I just got vr chat and why is everyone just a grey diamond I canβt see there avatar I canβt hear them I tried the trust thing I donβt know what to do
Check your settings
You probably have some safety feature on
why wont it let me publish?
What kind of setting
Why is my avatar giving "Security checks failed"?
Idk im bad at this stuff but ive had that problem before
I think its and issue in your settings
it says what you need to do in this screenshot...
I have some avatar audio that's supposed to be a specific size relative to my body, but I've been told that it does not automatically increase the audio source distance when you scale the avatar up, and I need to set up an animation to handle that bit... is there a tutorial or something I can look at that helps explain how to make animations that make things scale alongside your avatar scale settings?
then theres gotta be something else in the list thats preventing the upload since what you've shown doesnt prevent it
Idk what to do. I optimized my avatar well for Quest, but it's giving this error for PC.
I wonder if you could use the float parameter used for the avatar scaling ? There is one but since its in game and not in ur avatar directly im not sure
Change upload platform to windows after setting up the avi for quest so its available on both platforms
i agree with miku, i used 'ScaleFactor' for an avatar with scaling functionality before
I've already set it to "Windows, Mac, Linux". Do I have to explicitly set it to Windows?
I know when i setup my avatar for quest i switch to android, set it up, switch back to windows and then upload
Otherwise its quest only
it says it in the screenshot man read it
i have the name set and thumbnail
oh mb
Huh, screenshot?
we aren't gonna know why this is happening if you don't share any more info, but at a guess, try switching to another build target and back, or restart unity
i fixed it...dont know how
why wont the bracelet properly attach to the arm when i move the bones? im using armature modifer and i weightpainted it
you probably have it weightpainted to multiple bones
I dont think so leme check rq
NVM THANK YOU SM,, i didnt even weightrpaint it to the right arm but it said i did wtf?? but thank you
does anyone else keep having this problem? i keep getting it over and over again and i seem to cant fix it :< lmk if someone could help me w this
Only time i had these kind of issues was when i was using an out of date creator companion which led to everything else being out of date
If this can even help
ohh oki but i used the one thats up to dae on the vrchat website but it still wont upload anything
Which unity version u got ? To double check
Cause ik the installations weird sometimes
the current one 2022.3.22f1
Thats weird
ikr
ive tried everything but nothing seems to work at all
reinstalled unity made a new project got a vpn nothing
Try to update the vrcsdk in the creator companion in your asset manager thingy tab
If already updated try to downgrade it?
Just trying to guess
hmm lemme see if i can find it
I think its on manage project button i believe? Not on pc so cant provide ss lol
ohh thats okai ima try downgrading it and see if it changes anything
Hopefully it does
downgraed it once and tried to reupload didnt work im gonna try going lower
nope didnt work
i dont get it?
Yeah i dont have any more ideas sadly lol
Does that on every avatar i assume?
yeah every single one when i try to make a new one
Hmm you could maybe try uninstalling the sdk and do a manual installation ?
If not idk
hmm lemme see
Ok, explicitly setting it to windows solved it
Nice π
I have no idea what could be wrong lol sorry i cant help more
its okai ty for helping me though
Failed to upload often causes by avatar thumbnail is unable to upload or process. Try changing image to be smaller or capture from the scene.
okai ima try that
omg tysm it worked
Anyone have the helldivers salute as a unity animation clip?
Hello, I hope this finds you well.
I'm trying to upload an avatar, and it's giving me these errors.
Error Message:
Images used for Actions & Moods are too large.
UnityEngine.Debug:LogError (object)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<>cDisplayClass106_0/<<Build>b2>d:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2187)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetException (System.Exception)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<CheckAvatarForValidationIssues>d169:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2638)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<System.Exception>:SetResult (System.Exception)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleBuildError>d108:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2290)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult ()
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<FinishBuild>d107:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2280)
UnityEditor.BuildPipeline:BuildAssetBundles (string,UnityEditor.AssetBundleBuild[],UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)
VRC.SDK3.Builder.VRCAvatarBuilder:ExportCurrentAvatarResource (UnityEngine.Object,bool,bool,string&,System.Action1<string>,System.Action1<object>)
VRC.SDK3.Builder.VRCAvatarBuilder:ExportAvatarBlueprint (UnityEngine.GameObject)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<Build>d106:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2239)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
Does anyone have a solution?
I really appreciate any help
it cant find a armature even tho the avi has an armature
Show if there's errors in the build menu (above first image), i think there's an auto fix button for this issue but it's possible im also mistaken over what the issue is
You have to manually choose the correct bones in this case. And Hips should not be set to "Armature" nor should spine be set to "Hips"
thats what i figured but i was hoping there'd be an easeier method π
Unfortunately not. I really wish unity would auto assign them based on the bone names, but they instead check the weights of model itself and assign based on that. The result is it just doesn't bother assigning anything on bones that have no weight, which is a big issue for models that deviate significantly from a standard humanoid form while wanting to retain humanoid animations in vrchat
Thanks so much for the suggestion, I did the auto fix already, but unfortunately it didn't work
i tried to apply modifiers but it wants no shapekeys π wtf do i do
Ohh i linked a blender plugin here for this, i'll scroll up and reply to it so you can see it
.
@raven orbit I got it to work, thanks so much, it was a menu file size issue
I'm glad you got it working!
Me too, it's such a relief, thanks so much
i really need help with an avi
how do i default her clothes on? no matter what i tried everytime i reload the avi she is butt ass naked and while this is a pretty soft issue since i can just avoid reloading her in public spaces the real issue comes if certain players is not showing my avi SHE SHOWS COMPLETELY NAKED FOR THEM
i really need help with this i can't really take her anywhere until i fix this
i tried toggling on the clothes in unity and still defaults to nude
i added it to blender but it still gives me the same error when i try to apply, do i need to do something else to get it to work??
It's difficult to know what exactly might be causing this without knowing more about the setup of the avatar, but you should be able to set the default toggles by changing the default values of your avatars parameters
How are you trying to apply it? the plugin has it's own button for applying modifiers. I forget which menu it's located under but it might also be visible from the toolbar on the left
Yeah, im not sure blender plugins are able to modify the functions of default UI elements like that π
would reverting some clothing toggles really work? i thought about it but wasnt sure it would actually be effective
now of course it would fix the reload avatar issue but would it fix the issue where if someone is not showing the avi she appears nude?
I don't know what you mean by "reverting toggles," i just suggested changing the default state of the parameters. I can't guarantee it would be effective or not because i know nothing about how your toggles or animator layers are set up
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)
in blender its weightpainted but then in vrc how do i fix this? im assuming its a unity issue
i use av3 toggle creator it would be toggle on by default
like for some reaons on unity it connects it to the hips
If I put my model into unity will it give it its own rig or do I gotta make my own rig
you only map existing rig so unity understands what head and what legs
model already must have proper rig/weghtpainting
i forgot how to make swap toggle wheels help
what type of toggle?
scroll swap skin texture
like a radial material swap?
ya
@outer mantle #avatar-help message
ayo thank you
that doesnt explain how they got to that point tho
i need like step by step
i completely forgot i know its within the parameters but im afraid to touch it cuz i dont wanna mess it up lol
any way i can cut the physbones? for some reason it's far too long
is anyone familiar with hoyotoon? when i lock the shader on this mat it turns pink what do i do to stop this
may be _end bones. easy to delete in blender
try their discord or make an issue on their github
their discord isnt for vrc avis π
and i think its a usererror cus its using an edited tex
so i think i did something wrong
bc it worked before
ok
yeah seems like ill have to edit it in blender, not an issue because i made this model in blender i just wanted to be lazy
Hey, im making an avatar in vroid, and i was wondering if anyone knows how i could get the skin texture to be better quality, like classic vrchat egirl typ skin, is it even the texture or the material shader? Honestly not sure
@shut plover add first useless bone to ignore transforms
its a mix of both, you could purchase/grab a free texture used on one of the e-girl faces/bodies to get an idea of how the texture is but for the material its usually done with specific shader settings and height/normal maps for a realistic effect
can i ask quickly what does blue mark mean here (and how i can delete)
Need help figuring out why my avatar's mesh shoots out of her mouth when moving the tongue?
not sure about the blue line but to delete blendshapes you'd need to take it to blender and delete them there ( or VRCFury apparently has a blendshape optimizer though im not sure how well it works)
Had this issue happen before no idea how fix before but I had a quest ver ready for an avatar that would be 10.4mb so I get rid of one thing then all of the sudden the avatar jumps to 58mb some how. Had this for a while.
Does anyone have any good/recently updated videos on how to properly convert a VRchat model to VRM? im able to export my model but alot of these videos are using methods that wont work for half the setup or really old scripts/programs like dynamic bones
my avatar doesnt have walking animations, are those located in the default animation controller? if so, where is that located
fixed it
Yeah, i don't know how to help you with that. I set up the toggles manually because that way I can have more control over how it functions
anyone got any idea why an avatar's straight up just not uploading with physbones
for quest
it has physbones
less than 8 components
they work in play mode in unity
but in vrchat the physbones straight up aren't there
and i've been banging my head against this issue for 2 days now
What about the physbone transform count
probably fine since the sdk's giving no warning
they just aren't there
Someone else had this issue before because the sdk didn't give any warning. Tell me the number
There's a statistic with the name i mentioned earlier (edit: in the build menu)
Could also be another statistic related to physbones like collision checks, i'll sent the list of hard caps
Apparent number of contacts can affect it as well
i had nine components instead of eight
Rip
also when the hell did the requirement go down from sixteen to eight
Hiya everyone, I'm trying to setup a custom afk animation w/ goloco onto my avi but when it comes to testing it, it just touches its forehead instead and only starts playing it when exiting the afk animation, any idea why that's happening thank you
The mobile limits have always been 8 components.
is there a way to lock transform z trails from generating trails in X and Y angle?
is there a way for me to achieve a way to make a code? i have these glyphs with receivers and i want to make first_spell_id the first activated glyph.. anyone any ideas?
I don't have perfect knowledge of how the afk animations are set up in gogoloco, but there's likely more than one animation state that needs to be replaced. You may have replaced the animation state for exiting the animation, but there would be another one you'd need to replace before that, likely transitioning into that state you replaced
Heya, Is there anyway to convert a .VMD file into a .anim file? I'm trying to make an emote for personal uses, found a VMD file of the dance I really liked
the problem is that all transition states have been replaced but only the afk exit one plays after exiting the the said afk
i believe there's a plugin for importing MMD files into blender, also I found this tutorial video after a quick google search https://www.youtube.com/watch?v=0zkffR7-6gU
i happened to have a unity project with gogoloco open so i took a look at it's action animator and the setup is... complicated. It's possible that there's another reference the other default animation that's harder to find. I believe there's an option in gogoloco to choose what afk animation plays and somewhere that might overwrite what you replaced? idk. Here's some videos I found on google:
https://www.youtube.com/watch?v=NlL3GiqTjxM
https://www.youtube.com/watch?v=LMBUUo7H9hc
https://www.youtube.com/watch?v=yjhj_rFNT2M
also, i don't know what the video goes over, but i also have some general tips on importing the animations in unity. For humanoid animations, the skeleton doesn't need to match the model you are using for your avatar, so it might be easier to use a model you are sure maps correctly be default. I also set the first frame of the animation to the a T pose, this also makes it easier to map correctly. You can copy the animation contained within the imported file and paste it within your assets, then you can edit the animation and remove the T pose frame.
I think I tried this, but my model was made using VRoid, so it's doesn't really has bones 
I've been in front of my pc for like 7 hours now lol
ah... thats odd. usually vroid models should export with bones
This was the error I encounter when I take the anim file for the bones and put it in as a toggle
Gesture Manager didn't let me play test, so I'm building it and testing it in game as a last resort
oh yeah, usually when I import animations I only import skeleton. Is the import set to humanoid? It needs to be mapped the same way as a model import. It should also be possible to remove the keys referencing those paths from the animation manually within unity
what I did is I import the VRM file into blender, slap the VMD file into the model and export the whole thing as a FBX file
then I put the imported FBX file into Unity and take the bone's anim file
well, that description appears to miss the step of mapping the animated FBX as humanoid. The anim needs to be converted to humanoid because keys referencing the direct path to bones won't work on a humanoid avatar
when I imported the FBX file into unity I did changed the rig into humanoid, or do I need to do it in blender then export it?
You may need to check that the mapping is correct in the configuration (in unity), other than that I believe it will work. you will also need to edit the animation to remove the references to the Camera and Eki_mesh
Okay, thank you a lot. I'll refer on this and try to fix this damn thing
hope it works!
hey ive started having this error out of no where anyone have any idea what it is
some package (stuff like poiyomi or VRCfury) is retrieved from a public github
in your case, whatever package youre using, is not avaible online so its searching on your computer instead, which is also not there
its vrcfury and gesture manager thats doing it for somereason
i have tried doing it a few times maybe its just having a stroke for me
hmm
So from what I've gathered this little transition is what's causing the ruckus any idea how to disable the animation that plays in it or 'under-prioritise' it as per say?
@raven orbit forgor to reply there oops
Click on it, and in the inspector somewhere is "mute" - that will disable it
Unfortunately that did not do it, also disabled one's similar to it but no luck and weirdly enough loco re-writes the animations inside each afk transition for some reason
@rich monolith how are you going afk?
with av3 emulator
also on runtime there seems to be 2 diff afk layers (upper one is custom)
i mean what are you doing to make the avatar go afk?
oh this is a vrcfury issue..
vrcfury is for some reason duplicating the layers
okay so you're going afk by chaning the afk state
just wondering because gogo loco has 2 afks
regular afk (in emulator it's the afk button, in-game it happens by opening your headset or steam menu or taking off your headset)
then there's manual afk, which is a toggle in gogo loco
okay so removing the animations from the 2nd one seems to have done the thing
the question is how to find and delete it
how did you customize your layers?
did you do it by customizing the ones used by your vrcfury prefab?
because it looks like you may be installing gogo loco both manually and through vrcfury at the same time
does anyone know how to do the idle animation for desktop users on a avatar (also where i can get them from)
yeah I think that's what happened, I dropped the fury version onto the avi and setup the layers afterwards
okay you'll need to either setup the layers that are used by vrcfury (and remove any gogo loco controllers from your playable layers on your avatar) or remove your vrcfury prefab and setup gogo loco manually
yup the fury version is using write default version meanwhile the manual work is using non-wd ones
and that has officialy fixed the issue, ty Sunshine and Neiryl
how do i get my avatar. i got a new hard drive and dont have access to my files anymore
if you have access to the files then you get them from wherever you stored them. If not, then you lost them
damn it
i have 4 objects, i want it so that after all of them are True, they are disables (GLyph_x_off). bu they dont. i have On Enter receivers on all of them and they share the same state logic. i have no clue why they dont work
could it be that the receiver make the bools False AFTER the animation player?
yeah how do make the contact receiver, or at least the bool it modifies, only do it when i enter (disabling it casting 0 when theres nothing)
Currently I have done a head swap successfully. I have some mesh that either overhangs or doesnt line up right. What is the easiest way to fix it so it looks seamless
depends
everything is joined as one and connected via armature. Im just trying to figure out how to make it look more seamless atm
you could start by scaling is down on the z axis so its not clipping into the ear, then you can try separating it and blending the normals. as reference, i did that here on the hairs of the tail
artists choice
you had the right object selected, right?
Correct
sculpting also doesn't work well on stuff that's low poly
i mean it depends on what you're trying to do. I use sculpt tools to smooth and grab regions of low poly models all the time
It was because I had the A.A blend key selected and not the basis one
sob
now my issue is the mouth is open but the blendshapes are at 0
in unity or blender
ahh
blender
Hi, I'm trying to animate a material to change color but unfortunately it looks like I can only animate all materials on the mesh at once. Is there a way to only animate 1 of the materials?
was it open is basis before or has it changed the basis to another shape key? I've had a bug that did that before but it was on a much older version of blender from a few years ago
at first it was only doing it in edit mode
sounds like its posed
if you use a shader which lets you rename properties when locked, such as Poiyomi, you can do this. Otherwise, nope
you where right
is there a way to reset it or do i need to manually do it
go into pose mode, hit 'a' to select all, then in the menu there's a reset transforms
I forget which menu, I don't have Blender open
you don't need to use on enter if you aren't trying to detect velocity
you can just use your own logic to detect when it's entered and turn something on/off
say you want an on/off button.
1st press = on
2nd press = off
what you do is set up 4 states that transition in a loop. They will wait for it to turn true, then false, then true, then false
yeah - we're discussing in #avatar-dynamics
So curious, a friend of mine mentioned a solidify modifier in blender. What does solidify do?
it adds thickness to your faces
Ouu alright!