#avatar-help
1 messages · Page 47 of 1
so if you have a plane for example, it'll make it 3D pretty much
so extrudes out the walls
if you have an object with no holes, it will just make a shell
so basically duplicates it and makes it thicker
it will bridge any exposed edges (unless you have "fill" disabled on the modifier)
it's a very quick way to create quest-compatible outlines
I've been trying to get something to work for a while now, and every idea i come up with doesn't quite work
does anyone have any ideas on how to get an avatar like this to work with the dress?
i want it to be able to move somewhat with the legs, especially for full body
Question, I have a pc and quest avatar that use the same "Hue Shift" slider in the menu but besides that their fx controllers are completely different
does it still sync across platforms?
avatar parameters list is what's synced, the animation controllers don't matter for that, they could do totally different things with the same variables.
one uses a parameter called PC hue and the other uses one called quest hue
so they should just both be called hue i presume
Yes
got it
also the avatar parameters list needs to be in the same order - it's ideal to just use the exact same file
cool, so i'll use the same menu and parameters but just a completely different fx controller
yep
names do not matter at all actually
as long as you have the same amount of synced parameters and they are in the same order, everything will work fine cross-platform
did that for nothing I guess
oh well
works regardless
thanks!
i cant really test it rn but i presume it works fine
Hey guys, I have an issue with setting my Avatar's rig to humanoid in Unity after exporting it from Blender. It gave me this error and wouldn't let me configure it. Any ideas what went wrong?
btw I didn't cut off the error message, it legit ends after transform "Missing or Invalid transform:"
A reddit thread suggested that I use CATS on the model in Blender, but I'm not sure???
Could you show this message in context? it's not clear what it's coming form if you crop it like this\
where you imported the FBX file, go to the tab RIG and see if you edit there, if you have a humanoid rig type there should be a config button
oh goodness thanks!
no problemos
Some weirdo
Can I get some help?
This is the place for it but I'm not currently available
okay
I'm not at my apartment
all good
Yeah
You have 35 errors in that console - show the first 2-3, at the top.
(errors have a red symbol)
it's down to 5 now
"missing script" - install whatever pre-requisite package you missed
how do I do that again? I'm still new to this
see what the creator listed as requirements for the avatar and make sure you have those things installed.
specifically what are you stuck on?
you'd have to show the mesh object and its materials, it's not clear what is happening in this video
is this one material? multiple? different objects or the same object?
so you have one mesh with one material slot?
nice hierarchy 
ok then I'm not sure what the question is
ooh, I see it now
where "get it back" means what?
from?
got it, so ripped
anyway. I'm not sure what you're trying to do other than swap materials in a single slot, there are lots of tutorials about doing that.
unless you made this model 100% from scratch on top of it breaking TOS thats highly illegal
you saw nothing
ah I guess we're moving on then
how can i add constraints to the bottom arms so they move with the top arms
select all the bones on the lower arms. Add component, search for "VRC Rotation Constraint". Add a new source, and select the "is active" checkbox. Now select each bone from the bottom pair individually and assign their respective bone from the upper pair. Once this is done, select all the bones from the lower arms once again and select the "lock" checkbox.
OK I did the texturing and stuff, what next?
(and yes I will retexture the body)
I just neef to figure out if I chould parent the toggles or something
not to mention the eye lids and the mouth movement
This is probably a souper-noob question and idk if its even relevant enough to avvies to ask on here, apologies if its not, but when I import a teggsture into Unity and apply it to my model's material, the colo(u)rs on it get altered to be, lime, souper muted and I don't really know why it happens at all; is there just some step or setting that I missed that can help fix it?
I like your username
1st image is in Blender, 2nd image is in Unity, hope that its noticabl how the colo(u)rs get shifted a bit for sum reason
I forgot I hads it lime that oof
oh... ok, uh, nevermind I accidentaly fixed it I guess?
I changed tha "Compression" setting from Normal Quality to High Quality, and now the teggsture's colo(u)rs look fine again ~
i tried adding it and then the arms started flailing around and whgen i removed it its now stuck.. :(
okay nvm i fixed it
still confused with the constrauints though
"parent the toggles"?
The orange, the message box, and the pillow
aswell as the mouth that moves
oh are they separate objects in Blender?
yes
so it depends. If you want to toggle them on/off as objects in Unity then sure, keep them separate. As for parenting - depends, if they move along with the armature, then they should be children of it.
If you want to move them around independently, like with parent constraints or something, often they're better as separate top-level objects
I want the pillow to be parented to the ground, and the player can move freely around it without it being moved, the orange to be on their hand at all times, and the text bots to hover over the player staticly
makes sense
I may have gone to complex on this idea, but I think it could be interesting
As I am the only person to have made a custom snow leopard avatar
I will make it public, and ask to have it put in ocublox's world
Did you mean they get shifted in blender? Because in blender the way is displays color by default is actually not accurate to the texture itself while in shader preview, while unity is. There's some color settigns in blender where you have to change it to "Standard"
In blender it's better to preview textures in solid view
ohh, I actually didnt know that either, oof...
but no, they did look at least closer to how I wanted them in Blender compared to how they looked in Unity. After changing the compression settings for the teggsture and basically setting it to not compress it at all, the colo(u)rs are pretty much how I eggspected them to look in Unity too
In here there's a setting labeled "Filmic," and having it set to that instead of standard will make the colors look muted rather than show as they appear on the texture
Am still new to 3D stuff in general, but anything that has to dew with teggstures or materials or UV maps or anything that isnt the actual mesh itself still gives me a huge headache caus I barely understand any of that at all...
ohh, so I want to turn that off then in Blender? Got it
There's a lot of resources to learn from on youtube. It took me a while and to this day I'm still learning new things
I wish i could link any of the courses i learned from but they were all for blender 2.7 and earlier 😭
I am trying to learn for sure, am just a lil slow at it I guess
already been following a tutorial for this avvie am making, and that def helped for this at least
UVs are kind of like sewing patterns, or papercraft. Or a map of the earth or peeling oranges
this is a good way of putting it. i was taught to put the seams where you'd think the seams would be on a plushy sort of
yeh Ive heard that type of eggsplanation before, and I kiiinda get it, but at the same time I've never done sewing or anything like that so it still feels kinda abstract to me
I think the main part that tends to confuse me is how to deal with, like, the fact that most models are curved in a lot of ways and how to properly deal with that in the UV map. Caus with this specific model Im making, the UV mapping wasnt too bad since its very blocky and kinda based on a minecraft aesthetic, so I UV mapped it the same way minecraft skins are and that wasn't too hard for me to understand
But UV mapping non-blocky models (which admittedly I've only done once before) definitely feels significantly more confusing in that I feel like Im just dewing it souper unoptimally or wrong
Does somebody have an image of the VRC SDK?
a good way to start is by looking at clothing, study how it's put together. Put your seams in the same places.
The one that has information about uploading avatars?
So I got a new avatar today, and I'm confused as why the parameter list seems to be in sync, when they are different from quest to pc. Did VRChat change the way parameter lists work or is there something I'm not understanding. From what I know, the lists need to be the exact same, as they are changed into arrays (Or something) upon upload. This results in mismatches and thus animation states getting mixed results between the platforms. However this avatar doesn't seem to be having that issue even when they are fairly different lists.
if vrcfury is installed, that might be overwriting the lists. There might be some other systems that change parameters at build time that I am unaware of. Other than that, i think the lists can technically be different as long as all the differing/unsynced parameters are at the bottom
I thought about that too, but it doesn't have it in the project and I don't see anything else that might.
Hey I need help with an avatar that I'm making in blender but I'm having trouble with the bones of it have it to connect it to the head model if anyone knows how to fix it please dm me as soon as possible
just rig the head to the armature, there's plenty of rigging tutorials on youtube
im so confused what does rhis mean
Oh nevermind. The quest version was using a different parameter list than I thought. Had 2 of them in the project which got me tripped up.
the "missing script" message is the important one. You forgot to install some kind of dependency.
uhh not sure what that is
You'd have to check what the avatar creator says is required
i used my brain and fixed the script thingy
okay
pkay thak u
Hi! Is there a way to make your avatar walk in automatic continuous cruise mode?
How would i set that up? Do you know if there are any instructions available I could check out?
can someone help me with my animation, i just want it to rotate my right hand, i'm using modular avi and vrcfury toggle
There is documentation on OSC from vrchat yes
@steel cloud https://docs.vrchat.com/docs/osc-as-input-controller
I've read the overview documentation before and have a general understanding of how OSC works, but I guess I was wonering if there any working examples anyone knows of?
They do give examples in the doc afaik
Thank you! I'll have a good read 😄
There are multiple tabs to the doc
I tired looking for some videos of the rigging but nothing
Thank you! I'll check them out 😄
Can anyone help me with this origin set for mirroring
hit shift s, set cursor to origin. in object mode, select an object, then in the "Object" menu, set origin, origin to 3D cursor.
tried it out again and its stuck in t-pose, not sure whats wrong
thank you :)
hi, is there any way to prevent the arms to be in the cloth at rest position + align min angle for hands tracking to the angle of the clothing and not the character body?
not really well, the arms are based on your IRL arms, if your avatar doesn't match up well you'll have to stand differently
and what about the default pose on desktop?
there are probably some really complicated things you could do for this but they're really complicated.
I think the default desktop pose is somewhere in the base locomotion animator, I'm not sure if the animations are available to tweak though
you could probably create a new one and figure out how to replace that though
yeah, thanks
(I haven't done it, so I just know the theory)
it's kinda sad that it's not possible to fix arm angles for hand tracking
you aren't using VRC Constraints
i said to use "VRC Rotation Constraint"
"Rotation Constraint" is different
oh aum they arnt there though, is that part of something else?
make sure you have the latest SDK, I think you need 3.7.0 or newer
yeah 3.7.5 will work
okay!! i shall try and see if that works
they appear to be here now, ty for the helps you both
yup, those
they work now !!!
Having problems with the spine where when sitting the chest folds down over the spine... how would I fix the armature to correct this?
that hips bone looks way too high - can you show a front pic of the full armature?
😐 https://letmegooglethat.com/?q=blender+rigging+tutorials (edit: nvm this website doesnt work 😒 )
yeah the hip bone seems way too high
hmmm ok, I think this is how it came, how would I adjust it
would I just move the hips down, or should I slide everything else down too
you'll probably need to re-weight paint if you do anything, but I'd probably slide the whole bone down, and make it a bit longer, and probably scale the spine one a bit too.
But I'd probably want to play with it a little, see how the mesh moves.
I'm not sure where the ideal point for the head of the hips is, but that looks more like the typical rig. #avatar-rigging has lots of discussion and a decent suggested rig image in the pins
I think ideally it's "where you want it to bend" 🙂
ok! thank you
cloak keeps clipping into the skirt, i think its an issue with physbones but idk how to fix it
Hey all. I know that prior to becoming a "New User" you can't publish avatars, but as I recall, you can test your avatars locally regardless. I tried selecting Build and Test in the VRC SDK control panel within Unity, but I still get "Current user does not have permission to upload avatars". How would I go about using the avatar locally? Or am I in a "You're SOL, suck it up and grind New User" situation?
is it possible to add transparent (specifficaly cut-out) teggstures using Quest/mobile-compatible shaders? The Standard Unity shader has an option for the teggsture to be cutout, but Standard Lite doesn't seem to have that option...
there's no alpha transparency on quest - cutout included
oh, oof
pretty sure its a SOL situation until you reach New User 
I swear I remember reading that you can test avatars locally...
testing locally is possible but only with the New User rank (and using a Vrchat account)
still need help with this pls, tried looking and i still dont know what the issue is
i have it weight painted to the legs so maybe that??
Any avatar makers out there who can help me learn everything easy and better because I’m stuck and idk many avi maker friends that isn’t for warhammer stuff
anyone have any idea how to fix this issue?
i can move the parent
but i cant move any of the child objects
would anybody be able to help me get an avatar into vrc? I tried working with VCC and Unity for the first time and just went through a lot of issue that i personally couldn't figure out (probably due to my lack of knowledge) please dm me if at all possible :]]
Hey everyone! I need some help.
SO, I'm currently making a KJ avatar, and for one of his moves (Unlimited Flex Works), I'm planning on making a.. fake skybox, of sorts. Basically, I'm trying to put a galaxy texture on a sphere model, make it really big, and put kj inside of it. The goal is that instead of seeing the regular world, you'll mostly see a galaxy. However, when I look inside the sphere, no galaxy appears. When I look outside of the sphere, the galaxy textrue appears just fine.
Can somebody help me out with this, maybe?
disable backface culling
how do i do that?
setting in a shader, if supported and not quest
sorry lol
can you elaborate?
which shader do you use?
k, then you can't do this, you'll have to duplicate the sphere, and flip the faces
and how do i do that? i'm really sorry im new all these terms
blender
right
blender, yep.
yeah I'm not going to give you a step by step here
"duplicate the sphere and flip the faces" should be enough, if not, learn some more blender
that
made a new animation clip to record keyframes for a toggle, but they're no keyframes are showing up for any actions I do
avatar isn't dropping down into animation state when I have record on either as it usually does, any clue what's going on?
clip is not attacjed to animator. drag clip onto avi root, then select it from dropdown of animation tab, not from files
hm tho it should have record button inactive if that was the case
not sure I'm quite caught on with what this means - I had my avatar selected whilst creating the clip, the process wasn't any different from what's worked before
anyone know if theres a shader to somewhat replicate these eyes? Original texture is very flat so idk if theres a shader to mkae them look more 3d
is everyone female avatar name janeyyy?
most of
oops
most of the upload process is the same between models
so your warhammer creator friends likely can show you how to do stuff unless there something specific your asking for help with
i need learn some edit avatar
you've gotta be a bit more specific then that, are you trying to edit an existing model and what part are you trying to edit about it/on it?
Best way to reduce polygons?
the only thing that stops me to make my avatar go medium or poor
Just literally remove polygon.
amerika ya
and how to do that without making avatar look weird?
Well it will look more minecrafty (like more squarey) but it depends how much you delete
Remove the part that doesn't make it look weird.
or just that yea
It just commonly to remove the part that's under clothes.
must be more than that
depends if the clothes are removable
If cloth is removable then don't aim for better than very poor performance.
I added some prefabs and now my poly went brrrrrrrr
Kinda came here to see what other options there is for reducing poly
so it's normal
reducing poly on the objects ig
only cloths for my avatar
Is it the model high poly or just prefabs you have on the avatar?
high poly avatar
Oh
Do you use blender to edit avatar by the way?
Well if you want it to look p e r f e c t then stick to very poor
yes blender been trying to work how to reduce polys and keep the avatar too look good
i used cats for it
Try using dissolve edge loop.
If you wanted to make it look good, then don't rely on cats. You have to do it manually.
but also heard there are other stuff out there to reduce polys for your avatar in way better way but unsure cause it's like 2 year old comment
I'ma be honest, I came here to get help but it would be rude without helping other people
Well if your model is very smooth then that's why it's high poly
You also have to combine multiple techniques.
Does polys impact on performance alot?
I feel like vrchat could make poly count a bit higher so it's easier to hit medium
oops didn't mean to reply to your comment haha
but yes it's smooth
well depends on the pc
But my pc is good for it
the fps doesn't drop
Even tho the polys are
uhh
Yes
only times when my frames drops is when theres alot of toggles on an avatar but not high poly count
just wanted my avatar for a few events cause they don't allow poor avis
kinda similar on the stats there
ohh damn
But nobody says that my avatar is heavy
So ig polys are not deadly
if it's not 200k-300k maybe
Idk
for me 500k polys are fine
For me everything else is green
lucky
for this avatar atleast
The performance stat also base calculation on everything else you have to see in the world: other people avatars, world itself, UI, etc.
True
That means you have to take consideration about resource you have to render other people too.
Some devices just explode from very big amount of avatars if they don't have trust settings and other on
- If you're in VR then it's worse
that's true but i used to have my 500k poly avatar for a while jumping public worlds without any big issue
compared to an avatar with alot of toggles
Well I'm not sure, but maybe amount of animations for the toggles do the lag
A few worlds and unknown safety settings couldn't be a good example.
So I guess your problem is solved without the solving
it's always been same worlds and same settings with both avatars
something i tested a while ago
kinda hard to get good stats for this
I means it's unknown to us whatever your settings were.
Does that matter?
cause for me the 500k poly avatar was fine compared to the other one
500k is so overkill for a single model 
it is overkill yes
but it was fun to see what would kill the performance the most
hi jokester
Of course yes. Did you cull other people avatar? Does the world itself lightweight? Etc.
And it depends on your PC as well.
yes and no?
im on pc
and have people shown i interacted with
just a quick avatar change in the instance i could see the performance getting a bit worse
what?
your bio says you're a jokester
getting stats like that is hard as it depends on what models other people use and how many people there are in same instance
Take this into consideration: at minimum a GPU can process about 5M polygon per frame which has minimum time window 16ms to get full 60FPS. Your 500k avatar alone already exceed 10% capability of a GPU. Once you render other thing like other player and world, if the polygon count exceed what a GPU can handle, the frame time will increase and start dropping in FPS.
That is true yes
Excessive polygon without impactful on visual is just waste of GPU resource.
but for an bigger impact for performence it has been the avatar with more toggles on it
for my notice ofcourse
remember that your avatar isn't the center of the entire lobby
i'm so tired of people thinking that
It just impacts on a different part of rendering pipeline.
ye
not everyone will be able to render an avatar with over 100k polygons in a full lobby
Never noticed that but maybe for questies?
i only run in pc worlds
the 500k poly was just a test
80 players with 100k polygon each become 8M polygon which already exceed capability of lower end GPU.
some people don't have strong pcs, you can't expect that everyone does
was also in a friends public with around 40 people i knew of
option for that in settings to hide
you shouldn't have to hide avatars just because the creator was too lazy to optimize their avatar
You use option to hide as an argument but that's against your intention to optimize?
what do you mean lol`?
remember, you are making avatars in a game, NOT a 3d movie, you have to put into consideration that other people will be in the lobby and may be wearing heavy avatars too
this avatar is for events
i don't normaly use avatar with over 250 polys as i don't have any of that
not sure why you'd go out of your way to push performance limits for "testing" when its already been documented pretty well in here/the docs 
yeah
more fun i guess and see how my pc handles it
not so fun for others
You have to take consideration on other's PC as well.
you where not there anyways it's friend public world btw
and so i did
Jesus it's not that bad. friends plus i know my people and friends
and? i don't have to be there to tell you that not optimizing your avatar is bad
i did it on purpose to try
most my avatar i use uses like 150 polys
or less
so you think of other people as lab rats?
vrchat isnt optimized all that well to begin with so constant pushing of your/other peoples PC's limits it can slowly degrade your stuff fyi
it's a friends lobby jesus
everyone of us use heavy avatars
we all know each other some irl and some met in game
that's even worse
you should look into uploading as a test version rather then an actual upload so you're not risking messing up your friends stuff ((if you werent doing that already))
sucks for you then?
sucks for everyone else
no one complained but you did for a reason?
uploading test versions is so much quicker too
you never know, some people aren't brave enough to say "hey, your Avi is lagging me out" they'll just disable it
or they'll just sit and suffer loading it
I used to hang out with friends and all of them were robots because they didn't believe when I said they're avatars are lagging me "cause it works for me so it should for you"
You started with a question how to reduce polygon, and later you starts arguing having higher polygon is fine somehow? That's conflicting with your initial intention.
we are very close
with each other they use worse avatars than me btw
yikes
I never said it was fine
i only said that the impact has been low
compared to an avatar with lots of toggles
only thing i said
That also has similar meaning.
okay look kid, you came here to ask for help. if you are not willing to receive help, then i kindly ask you to leave or continue this discussion somewhere else.
Xener just let it go jesus
if you're still interested in knowing how to reduce polygons, I recommend baking your avatar (for example with the tuxedo plug in)
in blender
isn't your controller the hand bones?
I don't think there is a way.
i was more looking for more info about other stuff like Polytool paid version
or other stuff
well, I don't spend money on vrc, so I can't tell you if that works
Not directly. If avatar arms are short, the hands can't reach controller actual controller location.
that'd really depend on what those multiple toggles do/are if its just multiple toggles to change a blendshape on an existing/shown mesh it'd be less heavy then a toggle that turns on a entirely new mesh for example
that's interesting
Just not to get xenar back and ping we drop it here
i think i have the stats for both avatars saved somewhere will look and find it
Also you might have a better time with your Polytool question in #1139216499123437668 (or by asking the creator about it directly)
i never do post
haha but it was worth a try here
Hi, i want to add heels to my avatar and it all looks fine until i test the movement, here i got a screen from blender, unity's scene and unity rig configuration window.
this were the feet before i added heels, i don't know why but the ankle bone keeps getting rotated to be perpendicular to the ground as it was before
well ye, you should move your bones to your heels so bone is still parallel
im trying to merge armatures of my avatars clothing with the main body but when I use the CATs plugin to merge the armatures, it doesnt get rid of the armature from the clothing. Is there an easy way to fix this or will I have to rename every bone on the clothing?
re-name the bones to your armatures bones (not sure if theres a plugin that can do this for you or if manually is the only option) though based off your screenshot it doesnt seem like the armatures are lined up exactly the same so you'll also need to go in a weightpaint the outfit in a few areas after you merge aswell
also not too sure if CATS is destructive for specifically merging armatures together but learning how to do stuff outside of that plugin is always good
the shoes im using didnt have an armature and I tried doing data transfers but it doesnt work. What should I do.
Is it possible to make an avatar asset with colliders that block movement? Like a cage with actual walls or a fort with multiple levels you can climb.
how do I get rid of that?
Ok, so, semi-stupid question: I have some avatars from Booth and I love them, but the menus are in Japanese. Translating the text is simple enough, but is there anything I should know about swapping the menu entries into English I should know about? Like, I can't just change the name, I have to find the actual process and change it there too, that kind of thing?
Just change menu entry name and that's it.
Oh good. I was hoping it'd be that simple. I was afraid there might be a spiderweb of connections that would have to be dealt with. 🥰
Thank you!
is fixed now
i've had this issue with a base of the same creator, i managed to fix it by using another body mesh of the same avatar that i had already imported months ago
Oh nvm should read before answering lmao
thanks anyway
Why is my avatar materials Black? Nothing should be different so I don't understand whats wrong?
It works on the standard shader, but not VRC Standard
vertex colors
Can I get a little bit more explanation?
Because if your talking about the color box on the right I did that for the visor and the same thing happened.
3d models can come with colors baked into the mesh as each vertex, hence "vertex colors"
it has to be removed in blender
Like they did with the first video gmes right?
I'll see what I can do, but can they be removed on the model settings?
I don't believe so. I think a lot of tools for editing models directly in unity are paid tools
the assumption on unity's part is that anything added into an imported model file is intentional on the creator's part. wouldn't make sense to have it any other way
Quick question, is there somewhere a picture on how the looking up / looking down blendshapes should look like?
it's really just to move your eyelids or eyebrows when looking
so however you think the character would do that
examples
only shows one eye at a time for these but the blendshape should include both
Appreciate it, thanks 👍
I made a video how to remove vertex colours today lol
https://www.youtube.com/watch?v=ktdppffngDY
How do I properly re-import an optimised mesh from blender?
I've imported the mesh and I can see that mesh is indeed smaller.
However, whenever I change the mesh from the original to the new one, it doesnt render anymore. The earphones disappear. There is also no warning. I fixed the import settings to have read-write-enabled it that makes a difference. Did I break something in blender here? How can I debug this?
@wild egret look at bounds size, you forgor to enable scaling - fbx all when exporting from blender
Good point. I fixed it and now the bounds are almost equal.
however, it doesnt seem to fix the core issue of the texture not being rendered
when I manually drag the new earphones into the scene and set the correct material. it seems to work. BUT when I then move from default mesh renderer to skinned mesh renderer, it fails. what could this mean?
Or alternatively. Is it an issue, if I just use mesh renderers instead of skinned ones for the optimised variant?
skinned required only for stuff with bones/blendshapes
"rigid" one is more performant and should be used when possible
I gave her and armiture, what's the next step?
Ok, I'm fine with ignoring these for optimised mobile variants.
huh that seems like a lot of polys. But I'd say weight painting is probably next.
is there a way to mirror weight painting across two bones?
yeah it respects mirroring just fine
look in the "Tool" tab on the right-side popup (the one that toggles with 'n')
Hello I need help with VCC
#creator-companion is probably the best place
mirroring also requires that the vertices have the same location on either side of the model. if you happened to use any sort of dynatopo or decimation on the model, it won't be able to mirror it.
Yeah good point, I was assuming the model is mirrored
the wireframe kinda looks like it was sculpted with dynatopo (not a good practice for finished models), but it's also difficult to see at that resolution
multires is way better for this 💯
yeah - I kinda want to see detail now, it might need a complete retopo if it's to move right
joint topology is really important
OK but what I need to do is have the weight mirrored to another bone, for example
painting along the left arm bone, and have it affect the right arm bone independently and separately
read our prior conversation from below that message
question, how does one go about activating something on an avatar by movement?
what kind of movement?
movement in general. as in, my movement. when i move, it activates. I seem to recall there was something revolving around velocity that was kind of janky back in the day, but I dont remember anything beyond that.
Yeah you can use the velocity parameters in the animator if that's the kind of movement you mean
they're listed here: https://creators.vrchat.com/avatars/animator-parameters/
I still need an exact instruction please
But the blender manual has such things, and I literally told you where the option to enable this is located.
you need to tell us if it was sculpted by dynamic topology or not. we cant give an exact instruction because if the mesh is not suitible for mirrored rigging, then our instructons are not going to work.
You do also have to have your bones mirrored, and named properly
Ok so show an image of the mesh topology or just go and try it yourself
I'm not sure what more you need
I'm trying to open my avatar on my android smartphone. I've uploaded the avi for all build targets (Windows, Android, iOS). But on my smartphone I cannot chose to change to that avatar. I've added the avatar stats below. I don't know, which of the remaining red stats are responsible for the inability to use that avatar.
Phones don't do VeryPoors
Can someone give a hint? All other stats are green.
And I cannot change that in MY own settings?
no
Ok, so according to this (https://creators.vrchat.com/avatars/avatar-performance-ranking-system/ I need to get the polys down to 20k and merge the materials and skinned meshes to get a Poor rating - which is when mobile players can see me then?
Also material slots. But yes.
Ok, thanks for the info!
Getting this avatar to 20k polys seems difficult. Like how do I even make sure, that the avi remains somewhat comparable with the desktop version?
😅
Yep, that's always a challenge
I've already gone from unoptimized 160k to optimized 45k now. Much by removing stuff I don't use - and the rest by decimating in blender.
so it says i have 25 slots, but i only have 11 materials. and 13 objects that use these. is there something im missing
1 material used on 5 mesh objects = 5 material slots
also particle systems use materials too
Sometimes 2 - if your particle system has trails, it's a material for the particle and one for the trail
yes - each slot causes a draw call, which is expensive for the GPU
💔
fewer = better. Particles are probably less important since they're usually not always on
i really need the separated objects tho. best i can do is merge the body materials but thatll shave off 5 materials
tho, the avatar is on "poor" performance
well that's better than very poor!
When you need to get it down that low look for areas with low amounts of deformation and low amounts of necessary detail for the silhouette. Then go and remove edge loops. Once you've done this the most you can, start finding areas that transition from necessary details in the geometry to unnecessary and collapse some of the edge loops. Don't be afraid of triangles, just keep them in reasonably flat areas and try to have less of them in areas that deform a lot
Also you can delete sections of the model that are always hidden by other objects. For example if your clothes always cover your hips and chest, remove them
oh you're quite close to medium there, very nice
If your hair always covers your scalp, remove the top of your head
i really feel like half of these cant be fixed, i guess i can disable trails for my fireball object
medium is max of 16
Is there a reason they need to be separate?
16 what? materials
most. though i can merge together the numbers ig
Yes, 16 material slots
Good point. I didn't think about the polys below the shorts.
(sorry, read it wrong twice)
I didn't quite understand everything but I'll try my best.
What is the reason they need to be separate? That is what I'm asking
theyre seperate interactables and effects
But what are you doing with them that means they have to have different mesh renderers?
individually turn on/off their mesh renderer
You can hide things in other ways, such as UV tile discarding.
hm
oughhh so anyone know how to properly 'hide' a prefab that its turned on by default and ANIMATED off after the avatar's turned on? Like i got this tv prefab for avatars and its on by default so if my animations are turned off on someone's shield they just see a black box in front of me,,,
You'd need to have it turned off by default
i am unsure of how to do that dawg ill be real
click prefab, uncheck the top left checkbox in the inspector
(check that via animation to enable it)
i tried doing that for another prefab and it just disabled it entirely? huh-
is there an updated version for the CATS plugins?
i cant seem to use it on blender 4.0
yes, that's what you're doing here. You can enable/disable anything for this
Yes, it's been linked in here a bunch, and googling for it ought to find it
oh nvm its already active hahaha
no i mean if i unchecked the box i couldnt turn it on in vrchat
you'd need to make your animation to enable it check that box
really wish vrcfury had a component that could just do it for me because its stupid how hard it is to change animation settings...
create animation file, drag into layer on avatar. select avatar. choose that animation from dropdown in animator. hit record. check said box. select different animation from dropdown to reset avatar pose. Profit.
where do i drag it???
whatever animator layer you want to put this into
the prefab HAS an FX layer but again i have no idea what i'm doing with any of this.
there are tutorial videos, the visuals probably help
can i ask if you know any that isn't from like 2022 lmao-
why? Unity animation hasn't changed since then
a lot of ui changes, dawg.
not in this area
i dont even know what i'm looking for
It's just color and shapes that changed, not much else.
i have never messed with animator layers before because i don't know what i'm doing
That's why you should look into the tutorial. Old tutorials still work with the same principle.
Thank you
haven't watched but this creator has some great videos, and the name is "simple toggle tutorial"
I'd say watch all of their videos.
How do I fix her scalp so it follows the rest of her head, and yes I did propper weight painting
is it a child of the head?
it's apart of the whole body mesh
is the vertex group controlled by the correct bone?
not that you accidentally painted it to the wrong bone
I made sure it is painted on the head bone
I don't know what I did wrong
it's really hard to see from that picture
here you go
Looks like just improper weight paint
the white part should move more, or the grey part less
unless you've normalized the weights, that doesn't mean a whole lot
(you should normalize weights, I tend to paint with auto-normalization on)
check other bones
^ this
ive had this exact issue with my pfp (exported from Spore). it had a lot of issues with weights being influenced by bones form the other side of the body
this is a fucking nightmare!
i feel your pain
you can also go into edit mode, and click a vertex, and see which weight groups it belongs to and what values
It gets easier... kinda 🙂
poor optimisation is visible by mobile users right?
only Very Poor is hidden by default
@ Kazin the video helped a LOT, the prefab already HAD animations so all I had to do was rewrite them with new ones that used the checkmark instead of the regular toggle tysm
go into pose mode and move the arms, legs / chest and see if any of those have influence
oh very nice! I'm glad that worked well
Ok I think I fixed it
And now you know more stuff 🙂
yee
i wish more prefab creators would use the checkmark animation instead of some weird original animation when they both do the same thing but one makes the prop invisible when your avatar isn't Shown
like,, ah,, yes,,, i love having my entire house show up in the middle of the bar for people who have their shield on,,,,,
🤨 wah
i bought prefabs before like a rabbit hutch and i found out some people use a weird animation set up where the prefab itself stays on by default and animates to an off position
so if someone has animations turned off for other people, the rabbit hutch is still visible to them
😭
but now i know how to make these things actually NOT show up for them unless they load my avatar which will make customizations so much easier too
nevermind
And the mirror on the paint doesn't work
I have to go over every joint and repaint it manually
probably your topology isn't mirrored
then either you changed something or have the mirroring settings incorrect
through all the maual work I did it
Sorry was ice skating I couldn't reply immediately, there are many other ways to hide it. Uv tile discard works on PC only, but for quest you can also use blendshapes and bone scaling
huh that's what I should do this week, go ice skating.
If you are moving around the objects it's probably best to use bones. Then you can move them around and then scale them to 0 when you want to hide them
I'd suggest using 2 bones, a container bone for animating and a weighted bone for scaling to 0 to hide it
That fixed it! Thanks a ton everybody.
hey all
hey all
i'm doing some animations, what is the difference between these?
Use "IsActive", also you should be using VRChat constraints
are they functionally the same? is one better for performance?
Unity Constraints have bad performance issues that exponentially get worse over the more constraints there are in the scene
Would it be really easy to just switch out?
is there any way to disable a physbone (or just change its characteristics) while ingame through an animation, because from what i'm experiencing here, once a physbone's options are set, they're locked in
these constraints make it so i can take a shoe off with a hand and hold the shoe, i also made it so there's a pose/gesture overwrite so my hand holds the she correctly
you can uncheck the checkmark to disable the component
in the animation
so physbones react to that?
but not their characteristics being changed via animation?
well you literally disable the component
the code is not being run of the phybone
there's even a tool to do this in the SDK
iirc it's in the "three dots" menu for the component
I see and I assume it wouldn't mess anything in the animator up either huh>
it ought to fix those, but you may wish to check, not all the paramters are exactly the same
i'll give that a go if the other stuff i've just done hasn't broken the whole system entirely
isn't the component just telling the game to turn that bone into a physbone on upload and then it's locked in as one regardless of the component's characteristics or status
i'm seeing if i can be slightly more independant this time, it will most likely blow up in my face but the more I learn and play around, the less I have to waste yalls time
nope, i just tested it and disabling the phybone component removes the physics assosiated with it
huh
odd that the characteristics of the physbone don't react to being changed by animation though
thanks
hey so im trying to make this object be world constraint, but its not working, anyone any idea how or why
oh i found the solution
I wanted to put GogoLoco on Nicoreda's Wickerbeast avatar, I managed to do it and upload the PC version, but I'm having trouble with the Quest version. I set all of the materials to the VRChat/Mobile/Standard Lite shader, but the SDK still says that something is using the Standard shader, which is unsupported. I literally cannot figure out where this other material is, can someone help me?
Hey gang
I'm brand new to vrchat, and I commissioned a rigged model before I knew anything about it. Can someone assist me in the process to upload it?
don't forget to check material swaps or particles for wrong shaders.
Also probably upgrade Unity, that version has memory leaks.
a good place to start is with tutorial videos, then ask specific questions here if you get stuck
I barely know anything about Unity, what is a "material swaps"?
And I assume particles would be attached to the prefab, right?
Thank you!
You can change any of the values except for force values. If you want to update those you'll need to disable the physbone and then enable it again for it to update
AFAIK you can change things like angle limit, collider size, collision, grabbing, posing, etc
odd, i tried to cut the angle to 1 degree via an animation and it just didn't give a shit
not sure which prefab, but you may have a particle system on the avatar.
for material swap I mean if you have some toggle which uses an animation to switch which material is applied. The new material needs to use the right shader as well.
Forces and a few other things like stretch will need you to disable and re-enable the physbone component
Ohh, I see. I'll keep looking, then.
Maybe you can't adjust the angle itself? I swear I've adjusted the angle offset via animation for a skirt
Ugh I wish the Select button would just show me where the error is coming from rather than selecting the whole model 💀
i need help with the Avatar SDK3
when i click add component and search Avatar or Descriptor, there is no components for the Avatar Descriptor
how did you install the avatars SDK?
imported the unitypackage into hierarchy
generally these days using VCC/VPM is preferred, but make sure you have base and avatars SDKs installed
they are both in packages yeah?
I'm not 100% sure - I don't do it manually
I did forget to mention in the video, that this does not work in game and that i also don't know if i need to be looking inside of the gesture controller to do other things as well
I decided to select all children so I could look easier, and I found this ONE Game Object under the Armatures that was using the Standard shader. I honestly didn't think anything under Armatures would be using a material, thank you so much for your help!
yeah sometimes things are quite buried, and you have to search. glad you found it!
Why's my avatar floating??
Show a full pic of the avatar in Unity, you cropped that so we can't see anything useful
Anyone familiar with procreate’s 3d model painting feature? Avi related since I’m using it for texture work :3
Or just check the position of the root - it may not be at the origin
looks reasonably right, interesting. Does it look ok in play mode?
Yeah, it looks the same. It's floating only in VRChat
ooh that's not right either
I'm out of ideas as to why it's doing it though
does anyone know why my PNG avatar is in the floor when im in vrchat but in unity it looks completely fine?
root of your avatar is in the middle of a quad if you made it in unity
pay attention to this line when you have a vrcdescriptor
i dont even see the line
Anyone else have any ideas?
yep installing everything through VCC fixed it.
oh good!
When I uploaded my avatar, the eye look SHOULD be here, but in game the eye look is more to the left, can anyone help?
It's more like this in game.
is this the only error message?
yes
Does anyone know how to make a screen shader like leviant ubershader only show particles and players?
How long does it take for you to be able to upload an avatar?
#shaders is probably a good place to ask this
ok
yeah and nothing seems to happen and the avatar never imports
How would I regenerate an imposter?
on the website, you can delete it then generate anew
Is it really not on the client? Strange.
yep
with what specifically?
too big of a memory for vrchat 😭
yeah that's impressively large. Like 400+MB too large, and it doesn't seem like there's a lot of stuff there, at a glance.
How do i fix it?
find out what is large, make it not large. There's lots of discussion in #avatar-optimization too.
could be lots of props I can't see, could be excessively large images or many images, could be mesh objects with lots of shape keys - can't tell from a glance
thxs
so im attempting to upload this avi to vrchat for pc and then ill put it for quest, and its telling me this
how do i do this exact effect like this person; #avatar-help message
its perfectly fine in gesture manager but immediately breaks apon using the avatar in game. i just added more bones but idk how i would set up the constraints
Hellloo, would anyone know why my material locks when going into play mode? Its not linked to another material and am unable to edit it in play mode because it turns pink when I unlock it? :0
what exactly is the thing that is breaking? :0
i just finished updating this avatar, before the update the hands were fine, but now the hands are bent 90* towards me, my hands in this photo are pointed away from me irl, but are pointing sideways in-game, could i get some help with this? i did modify the rig of the model in blender.
did you rotate them at any point?
The hands
no
handbones*
they look fine in unity
and blender
i think it might be a bone roll issue, since this model was ripped out of a UE4 game
im unsure how to fix it however, iv never had this issue before
the cloak! :( i had physbones on it and it seems to work fine in gesture manager, but when i uploaded and tryed the avatar in vrc it just ends up wrinkled. i saw someone use constraints to somehow prevent clipping and remain in place and rested on the body but im unsure how to set up the same effect.
ohhhh like clipping through the floor?? Or
Sorry if im misunderstanding
yes that and clipping inside the body, i want to make it so it dosent end up inside the ground and instead lays on top of it and find a solution to clipping inside the skirt
it's not letting me switch the upload to android but i have easyquestswitch downloaded (which idk if that's actually what helps to switch the avatar to android, but im assuming that by the name)
it hasn't ever done this every other time i've uploaded an avatar tho :(
you didnt install android support
how do i do that?
you need to install android in unity hub for the unity version
but skirts, capes, anything that goes around like that are really hard to prevent clipping on unfortantely unless its weightpainted to the body, that being said, you could use colliders and put angles on the actual bones themselves to not have them move as much
oh alr, thanks
use a physbone collider in a capsule shape
the colliders would prevent the cloak from goin in ur body alot more tho, they are just heavier on the avi
yeee thats what i did personally
oo okay, any clue or tutorials that i can use to learn to do that?
oh wait i have an example of what im trying to do for the ground part
ty ty
I'm new to editing avatars, does anyone know how to make the hair not clip through body/clothing?
read what was just discussed about skirts - same idea
pretty much how this tail sits on the ground (it has physbones but when standing still i dosent clip through the floor), i want to do that same effect for the coat and skirt
add a physbone collider to bones on the body and have the hair phys bones add the collider as a target
oh i see thank you kazin and iznxai!
Would someone be willing to help me get started and understand how this stuff works? I bought an avatar like an idiot and I have no idea how to use any of it. x.x
can someone help me with my avatar?
Probaly best to start with tutorial videos then ask questions - have you done that yet?
ask specific questions, provide details
Yeah, I did. I was curious if there were maybe some that you folks'd be able to suggest as well :D
i turnned all the mats to toonlit and still says this
i deleted the mats that wasn't used too
You have one that you didn't change, somewhere on the avatar. It may be hard to find, might be used in an animation, maybe a particle system.
https://www.youtube.com/watch?v=bSwMz4WcajQ is what I usually tell people to start with
Can someone please help me make an atlas of my avatar? I've tried following multiple tutorials but every time one of the materials turns black and I can't figure out why
like in these?
not entirely sure what this is as you cropped out any context, but if that's a list of animations.... sure
You may have an animation which swaps a different material onto the avatar. That material would also need a quest shader.
ohhh
no i don't have nothing like that
those are visablity toggles
also
even when i went in search and filtered it to mats and i turnned it all into toonlit, it still said something is on standerd
0
@somber sequoia ? you there? sorry for pinging
I don't have anything further to add, I can't exactly search for the material from here
AA it works thank you both kazin n izn 
nice!
can i give you the project 😭 this is the last step and i tried all week to get this done
This was very helpful and straightforward, thank you!
I'm not taking commissions at the moment
Go to https://canary.discord.com/channels/189511567539306508/1204506421631393913 if you need comission.
I am attempting to decrease the maximum value for a blendshape from 100 to 68 for face tracking as anything past 68 will cause clipping for the face mesh.
Ive proposed several solutions but I do not know how to go about any of them in an efficient way,
I was thinking to limit the blendtree for eyes closing to not go past 68 and any required animations to also follow this
Or
lower the max shapekey value to 68 in blender and reimport which adds the risk of an import error which I somehow run into often when doing so.
I believe solution 2 would still have a conflict occur if blender handles the shapekey values as 0-68 instead of moving the state at 68 to the 100 value and all animations would have to be re-done in blender
There could also be another solution in blender where you can just overwrite the blendshape entirely to make it yourself
I want to avoid blender as much as possible because of how finnicky the import system is.
If anyone has done Face tracking before and has edited the face mesh then corrected blink and other common clipping issues please please let me know, or if you know what part of the animator I'd need to change in order to prevent the blendshape going past a certain value besides having to change about 50 different animations
Thank you in advance
I'd edit the animation if I were doing this in Unity. Otherwise yeah, blender, which is pretty easy to do.
im getting this when trying to upload my avi to pc, im planing on uploading to quest after
sounds like the shader had errors when it tried to compile. you'd have to remove/replace it likely. Also wouldn't be an issue for uploading to quest because you'd have to replace all the materials anyway
at the top of a material, you can pick the shader it uses
is uploading avatar server down rn?
i was uploading avs fine as always, but suddenly this happens
i uploaded this avatar like 30 mins ago to my acc, and now trying on a friend's acc, its giving me this error
nvm i found out why, it was the thumbnail, i changed it to another picture and it let me
Hey! I'm a little confused by everything. Is there anyone experienced in helping me get a rigged model vrchat ready?
maybe, where are you stuck?
So I commissioned a model. I have it imported to unity, and everything looks alien to me. That's the furthest I've gotten to. A tposing bird
I just posted this earlier, it may help: #avatar-help message
Thank you!!
does anyone know the maximum amount of contacts you can run on quest?
i know there is a limit that will start removing contacts
it's like the max you can run across all avatars
16, though i think local contacts don't count towards performance rank (i cant remember where i saw that though)
agree, i was very excited when i saw that announced
16??
that seems pretty extreme
that's the limit of contacts you can have total on an avatar
that's really the limit across all avatars as well??
i thought it was closer to like 32 or 64
excluding local contacts, i would assume? im unsure on that
the good rank max is 4 lmao
where are you getting the info on this from?
i couldn't find it in the docs but maybe i didn't look hard enough
i just want to be sure my question is being answered correctly because i am not asking about the max amount of contacts you can have on an avatar
"avatar dynamics contacts" is the full name of that statistic
i'm asking about how many contacts you can run locally on quest (across all avatars shown)
oh... im not sure it says that anywhere
i know that limit exists
both because i remember reading it and i just ran into it
interesting, i'd have to look further into it
trying to mitigate how often that affects my avatar
i have an avatar that has like awesome skirt physics on quest and PC
but it relies on a bunch of contacts to make use of corrective animations
it's really reactive to leg movements in order to work well for FBT
i made it for my partner who has FBT
but it uses like 12 contacts
10 for the skirt and 2 for another gimmick
oh, i usually try to use constraints for that 
I am having an issue were my unity editor freezes and says "Waiting for Unity to finish compiling scripts" in my Avatar project
although i was able to reduce it to 11 by using the hand contact and some constraints
constraints don't play nice with physbones 😔
you can constrain parents of physbones decently but you can't constrain physbone affected transforms without it freaking out
also it's like a super long skirt
like floor-length ballgown
not like miniskirt type of thing
this is the avatar
last one i set up i had bones for the actual mesh and unweighted physbones, and a rotation constraint with sources for both the leg and the physbone
the other contact is for a wrist-flick gimmick to open and close the fan
yeah i thought about doing that
but it does give you less control
i get more control over how the skirt moves with different values
so it won't move if you only move your legs a little bit
stuff like that
it reacts differently based on the "height" of your legs
it also reacts based on your knee/foot distance
true, what i was rigging was a jacket, not a skirt, so it probably needs to be different
it tracks the distance between both your knees and your feet and then it also subtracts them to figure out which one is larger
then it uses the largest distance to spread open the skirt as your legs open
makes it work if you spread your legs all the way (like a jumping jack) or if only your knees are spread (like sitting criss-cross)
that's 4 contacts (sender and receiver for each pair), then 4 more contacts for rotating the skirt and finding the height
i have 1 sender and 3 recievers used to get the x,y, and z coords of the average of your knee position
and 2 more used to get an estimate on the average rotation of your knees
the setup looks kinda ridiculous
but it works amazingly
there's other stuff too like your foot distance increasing the size of a collider at the bottom of the skirt
floor collider
and hinge limits to reduce twisting and inward movement
huh, this looks pretty smart
also on the sleeves i have the whole sleeve on another bone that uses curves to hinge it and have gravity so it always points the whole sleeve down (seperate from your arm)
on the forearm part of the sleeve
only other concern i have is the size of those contacts for tracking the legs
because they have a size limit
works fine at default height but might break when making the avatar larger
i think i can fix it i just have to make them smaller and then make the position constraints on them have a fractional weight
if i make them 0.5x smaller i'd have to make the global weight 0.5x what it is currently
Anyone know why these bones are not showing up in Unity?
you need to change the multi child type
it's likely set to "ignore"
Is making an object grabbable with a physbone modifier hard?
these are the blendtrees i'm using for it:
skirt up = changes rotation of skirt based on height
collider size = changes collider size based on knee distance
skirt tracker = spreads out skirt based on knee or foot distance
legs back = lifts up back of skirt based on distance on local y axis between upper legs and lower legs (approximate for leg rotation)
skirt movement changes how far you have to rotate your legs from your hips before it starts moving at all (only when your feet are lower). This prevents the skirt from feeling "stuck" to your legs when standing upright and moving your hips
all the various skirt directions rotate the skirt based on the X and Y position of your legs from your hips. The variations of this change a few things like the "stuck to legs" issue as well as where the center of the blendtree moves your skirt (straight up vs straight down)
There's also a check for FBT, which when you don't have it also checks for your VelocityX and VelocityZ parameters to disable all of this when moving fast enough (so the skirt doesn't go crazy with the locomotion animations)
Also when your leg height is "higher" the skirt will spread open easier with your legs spread when it's based on foot distance since it's assumed you are sitting down or doing the splits lol, that needs your skirt spread pretty wide
there's also just lots of small adjustments made with the thresholds to get everything to line up well
it doesn't handle bending your knees extremely or splitting your legs apart at the knees very well, but for most things it works pretty well
shouldn't be, you just need to make sure the physbone component is on the parent of the bone/gameobject that you want to grab, and make sure you have stretch
if you want your item to be able to go anywhere, set max stretch to "inf"
this will make it infinite
hmmmmm
and that should just let other people grab the item too?
should is a big word
yes, there's other settings you'd need to setup as well, but i assume you know how to setup physbones in general
make sure you have a collision radius > 0
XD ummmmmm
and probably set immobile to 1
should be good then
also if you don't want people to pose it disable posing
makes it so people can click their top trigger and lock it in place
would i have to do anything in the animator tab if i wanted this to work? or is having it enabled good enough to run tests?
is there anything out there about doing 2D animated sprites with rotations and stuff sort of like this doom one?, I can't find anything just by searching 2D avatars
I did see some avatars that do it, tho I don't know the logic behind it
Look
At
That
It's free
So
Take a look at how this guy did it
@obsidian rivet
the quest compatiable shader dosent work with some moth wings i have and idk how to fix it to appear on the front too
It culls backfaces. You'd have to go into blender and duplicate those faces, then invert the normals
I'll try and see if I can gather anything from that, it's a bit hard for me to gather what to do from already done avatars since I'm not familiar with unity but I can always look around more
well that sucks to do but thx
You could duplicate and mirror the wings. But that's like not the way to go 
idk how to mirror in unity
Not sure that would work in unity...
If they are mirrored on the X axis then the weight painting would be on the wrong sides
You have the mesh, just have a new object with that mesh assigned
And child of the og wings
Unless.... the wings are part of the model
But again
Your way is the way to go
If the wings aren't a static object it wouldn't work regardless of whether it was part of another mesh or not
Besides, you can just replace the imported fbx file and re-assign the renderers
Never too late to learn it 💯 (or too early)
i knowww just kinda tired of learning how to move the camera differently for every program lmao
Yeah this tripped me up when i had to switch to maya (and also when i first had to switch from mmd to blender)
ive reuploaed this 20 times and i still dont know how to fix the stupid cloak from clipping, ive tried moving the collider 50 gazillion times including the phys bones gravity in different positions and it still refuses to do my bidding
I'm used to blender and J.A.C.K's camera controls so learning anything else is so weird
my character has textures that are meant to be used unlit so im using an unlit shader but i also am using transparent textures for the mouth and eyebrow and i cant find any option for transparency in any of these
I on instinct hit mouse 3 or press z to move around with the mouse then when it doesn't happen I need a full minute to comprehend it
peak pfp
If this is for quest/mobile then there isn't any (at least not for cutout transparency)
its alright if i can just do pc
how do i do it on pc
You'd need a shader like poiyomi
I don't know much about the default shaders, but poiyomi is the most common for stylized shading
alright, tsym
I can't really tell from looking at that avatar how they did it so I might just have to do some digging around to see if anybody made a tutorial on 2d avatars
I would assume having a sprite-based turnable 2d avatar would require being able to detect the location of the viewpoint of a user that is looking at you. There's not any (easy) way I know of to do this. There might be some shader trickery involved. I might take a look at that model later because the concept sounds interesting
I created my first model in vroid from scratch with my own textures and concept, so I imported it as .vrm to Blender, optimized it in with plug-ins like CATS to get visemes and eye tracking.. but when I put the .fbx in unity, the materials get ugly and weirdly merged. Can anyone help me? T_T I can't seem to find solutions online. I was guessing maybe I shouldn't use add-ons in blender? Should I just manually optimize it? I even tried different past versions of Blender. Thank you~
is there like a known method of reducing the size of a quest avatar that im missing (other than shrinking textures)
cuz i know its from me adding new stuff but i cant remove them without the pc and quest version of the avi desyncing
(the vrcfury stuff not the materials)
@opal oyster should be fine, make sure theres only one set of uvs on mesh im blender
Reduce mesh data. If you're using toonlit shader, you can disable normal and tangent import in fbx settings.
oh sorry i'm a beginner in Blender, what are set of uvs?
what does this even mean?
i get reduce mesh data but im just lost after that lol
Just take a look in your fbx file settings in unity.
You can download the avatar for free
gotcha thanks
ok nvm where is the tangent setting?
Are you inspecting your fbx file in unity?
I did I just cannot decipher most of it from looking at it in unity alone, might be because I'm new to unity and don't have an understanding of the different settings they have on it to get the result
this?
Nothing to be found in the animator?
Then this one doesn't have settings for tangent. You could also disable blendshape normals to further size reduction.
thanks
im looking at the model in unity now, definitely some crazy shader work
I'm not on my PC rn so I can't see it, but if its a shader it should be reproducible.
the shader looks rather modifiable as it is just from the settings
@obsidian rivet
is mesh compression a good idea?
I was going to ask if it's something I could just replicate easy but got my answer
I'll have to add some animations for jumping and such but hopefully it's not too hard
Depends on whether your mesh would break or not.
this is what the shader settings look like
Aaaah
how do i stop these 2 bones from rotating backwards
the ones on the hair on the face
angle limit or something
I will say though, if my thing has some extra frames this set up shouldn't be too much of a problem should it?
Adjust the angle limit and rotate the limit accordingly (pitch yaw etc)
oki so i just test it
I honestly don't know. It looks like you can edit the existing frames.
But adding more requires coding the shader accordingly
im sorry where is that
fyi you can edit existing frames but not with the mesh that's in the doom goy model because it's cut to the shape of the sprite
@raven orbit you have unity open :)
i just closed it 😭
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Unrelated:
I wanted a phybone object to behave like a swing but the physics don't take the force of the impact into account
Any other methods to achieve the effect of "I hit this ball hard it goes zoom in that direction"?
Can't find anything online either
maybe contacts and/or constraints, those may be able to detect velocity. I'm fairly new to using those though
Well, you see, they do but they don't affect physics
Other methods are not easy to do, and they are only PC compatible
You could do a rigidbody, and contacts on each side set to "On Enter"
Then you could read the velocity, and send the rigidbody flying in the correct direction I suppose
Kind of like how the Punchable system works for the VRLabs Ragdoll system
yeah there's have to be some animator logic to set that up
You can't really find much about this online, cause this has to be custom built
It's not a common system that is just available somewhere
so with contacts it'd be like, detect velocity in this direction -> animate object in that direction. You could use that to nudge a physbone maybe
I guess I can the long route of having multiple contacts but set to a different velocity threshold
Then I disable the parent phybone and let the an animation do the punch effect
i think rapidly swinging the root of a physbone might give a hit like effect on a the rest of the chain
Could be
Is there a way to rotate the object towards where the punch came from
Like a
Rotatetowards ( receiver)
constraints might be able to make a bone rotate towards an object, like with the aim or look at constraints with animated weights (this is just a guess as i have never used them)
the hard part about this is getting an object placed into the direction a punch came from though
are there any shaders that i can use that will make the eyes glow on android?
i tried lightmap but had to remove it or else it wont allow quest compatability
Standard Lite
Did you assign texture? Screenshot how you set the material.
currently looks like this
You need emission settings.
how do i set that up?
See below.
why does it loop 2.5 times
the anim is 2.15 seconds long
as is the transition exit time
oh....
i didnt know exit time = 1 means 100% of the animation time
i thought 1 = 1 second
hm
i cant find any resources on dynamically rotating an object with receivers
Hello hello I have a question so I I finished all the things in Blender and now starting to work on unity. I noticed that there's a lot of thing changing like when I go on play mode when I hover my mouse on the "game" window the eyes follows the movement of my mouse.. Is it because of the SDK 3.7.5?
It shouldn't be doing that.
What happened to the youtube video which was the tutorial for uploading avatars that was on the vrchat youtube channel? I can't find it anywhere