#avatar-help

1 messages · Page 47 of 1

round comet
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That’s interesting

arctic ginkgo
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so if you have a plane for example, it'll make it 3D pretty much

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so extrudes out the walls

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if you have an object with no holes, it will just make a shell

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so basically duplicates it and makes it thicker

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it will bridge any exposed edges (unless you have "fill" disabled on the modifier)

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it's a very quick way to create quest-compatible outlines

arctic ginkgo
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I've been trying to get something to work for a while now, and every idea i come up with doesn't quite work

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does anyone have any ideas on how to get an avatar like this to work with the dress?

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i want it to be able to move somewhat with the legs, especially for full body

azure citrus
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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

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does it still sync across platforms?

somber sequoia
azure citrus
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one uses a parameter called PC hue and the other uses one called quest hue

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so they should just both be called hue i presume

somber sequoia
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Yes

azure citrus
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got it

somber sequoia
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also the avatar parameters list needs to be in the same order - it's ideal to just use the exact same file

azure citrus
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cool, so i'll use the same menu and parameters but just a completely different fx controller

somber sequoia
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yep

wind skiff
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as long as you have the same amount of synced parameters and they are in the same order, everything will work fine cross-platform

azure citrus
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did that for nothing I guess

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oh well

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works regardless

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thanks!

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i cant really test it rn but i presume it works fine

calm crow
calm crow
junior void
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He who

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What lol

glass condor
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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?

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btw I didn't cut off the error message, it legit ends after transform "Missing or Invalid transform:"

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A reddit thread suggested that I use CATS on the model in Blender, but I'm not sure???

somber sequoia
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Could you show this message in context? it's not clear what it's coming form if you crop it like this\

crystal kernel
crystal kernel
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no problemos

calm crow
regal eagle
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Can I get some help?

calm crow
calm crow
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I'm not at my apartment

regal eagle
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all good

calm crow
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Yeah

regal eagle
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for whenever you're free

somber sequoia
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(errors have a red symbol)

somber sequoia
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"missing script" - install whatever pre-requisite package you missed

regal eagle
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how do I do that again? I'm still new to this

somber sequoia
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see what the creator listed as requirements for the avatar and make sure you have those things installed.

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specifically what are you stuck on?

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you'd have to show the mesh object and its materials, it's not clear what is happening in this video

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is this one material? multiple? different objects or the same object?

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so you have one mesh with one material slot?

balmy barn
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nice hierarchy vrpill

somber sequoia
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ok then I'm not sure what the question is

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ooh, I see it now

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where "get it back" means what?

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from?

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got it, so ripped

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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.

left gull
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unless you made this model 100% from scratch on top of it breaking TOS thats highly illegal

balmy barn
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vrcRat you saw nothing

somber sequoia
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ah I guess we're moving on then

next yew
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how can i add constraints to the bottom arms so they move with the top arms

arctic ginkgo
# next yew 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.

dark creek
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OK I did the texturing and stuff, what next?
(and yes I will retexture the body)

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I just neef to figure out if I chould parent the toggles or something

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not to mention the eye lids and the mouth movement

midnight needle
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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?

dark creek
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I like your username

midnight needle
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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

midnight needle
dark creek
midnight needle
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oh... ok, uh, nevermind I accidentaly fixed it I guess?

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I changed tha "Compression" setting from Normal Quality to High Quality, and now the teggsture's colo(u)rs look fine again ~

next yew
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okay nvm i fixed it

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still confused with the constrauints though

somber sequoia
dark creek
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aswell as the mouth that moves

somber sequoia
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oh are they separate objects in Blender?

dark creek
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yes

somber sequoia
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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

dark creek
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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

somber sequoia
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makes sense

dark creek
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As I am the only person to have made a custom snow leopard avatar

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I will make it public, and ask to have it put in ocublox's world

raven orbit
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In blender it's better to preview textures in solid view

midnight needle
raven orbit
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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

midnight needle
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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...

midnight needle
raven orbit
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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

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I wish i could link any of the courses i learned from but they were all for blender 2.7 and earlier 😭

midnight needle
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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

arctic ginkgo
raven orbit
midnight needle
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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

calm crow
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Does somebody have an image of the VRC SDK?

somber sequoia
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a good way to start is by looking at clothing, study how it's put together. Put your seams in the same places.

calm crow
lilac musk
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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.

raven orbit
lilac musk
faint ridge
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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

raven orbit
pearl girder
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im so confused what does rhis mean

lilac musk
somber sequoia
somber sequoia
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You'd have to check what the avatar creator says is required

pearl girder
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i used my brain and fixed the script thingy

somber sequoia
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okay

steel cloud
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Hi! Is there a way to make your avatar walk in automatic continuous cruise mode?

timber wharf
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huh

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osc can send move forward input

steel cloud
grim charm
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can someone help me with my animation, i just want it to rotate my right hand, i'm using modular avi and vrcfury toggle

timber wharf
steel cloud
cold palm
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They do give examples in the doc afaik

steel cloud
cold palm
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There are multiple tabs to the doc

faint ridge
steel cloud
torn moat
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Can anyone help me with this origin set for mirroring

somber sequoia
next yew
ivory whale
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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?

somber sequoia
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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

ivory whale
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and what about the default pose on desktop?

somber sequoia
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there are probably some really complicated things you could do for this but they're really complicated.

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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

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you could probably create a new one and figure out how to replace that though

ivory whale
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yeah, thanks

somber sequoia
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(I haven't done it, so I just know the theory)

ivory whale
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it's kinda sad that it's not possible to fix arm angles for hand tracking

arctic ginkgo
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i said to use "VRC Rotation Constraint"

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"Rotation Constraint" is different

next yew
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oh aum they arnt there though, is that part of something else?

somber sequoia
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make sure you have the latest SDK, I think you need 3.7.0 or newer

next yew
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augh okay, i'll check that

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these are the only update-able ones

somber sequoia
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yeah 3.7.5 will work

next yew
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okay!! i shall try and see if that works

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they appear to be here now, ty for the helps you both

somber sequoia
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yup, those

next yew
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they work now !!!

unkempt cobalt
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Did not mean to react with 🇴

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🤦

hazy pike
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Having problems with the spine where when sitting the chest folds down over the spine... how would I fix the armature to correct this?

somber sequoia
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that hips bone looks way too high - can you show a front pic of the full armature?

somber sequoia
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yeah the hip bone seems way too high

hazy pike
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hmmm ok, I think this is how it came, how would I adjust it

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would I just move the hips down, or should I slide everything else down too

somber sequoia
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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.

hazy pike
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👍 ok!

somber sequoia
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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

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I think ideally it's "where you want it to bend" 🙂

hazy pike
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ok! thank you

next yew
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cloak keeps clipping into the skirt, i think its an issue with physbones but idk how to fix it

past kettle
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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?

midnight needle
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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...

somber sequoia
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there's no alpha transparency on quest - cutout included

midnight needle
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oh, oof

left gull
past kettle
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I swear I remember reading that you can test avatars locally...

left gull
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testing locally is possible but only with the New User rank (and using a Vrchat account)

next yew
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i have it weight painted to the legs so maybe that??

chrome fog
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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

wind stone
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i can move the parent

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but i cant move any of the child objects

elfin canyon
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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 :]]

inner stump
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Hey everyone! I need some help.

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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.

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Can somebody help me out with this, maybe?

somber sequoia
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disable backface culling

inner stump
somber sequoia
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setting in a shader, if supported and not quest

inner stump
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sorry lol

inner stump
somber sequoia
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which shader do you use?

inner stump
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vrchat/mobile/toonlit

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im trying to make him cross compatible

somber sequoia
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k, then you can't do this, you'll have to duplicate the sphere, and flip the faces

inner stump
raven orbit
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blender

inner stump
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right

somber sequoia
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blender, yep.

inner stump
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so i open blender

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then..?

somber sequoia
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yeah I'm not going to give you a step by step here

inner stump
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yeah i should prob search it up

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brb

somber sequoia
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"duplicate the sphere and flip the faces" should be enough, if not, learn some more blender

raven orbit
somber sequoia
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that

dark hamlet
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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?

timber wharf
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clip is not attacjed to animator. drag clip onto avi root, then select it from dropdown of animation tab, not from files

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hm tho it should have record button inactive if that was the case

dark hamlet
stoic bobcat
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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

glad jungle
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is everyone female avatar name janeyyy?

left gull
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oops

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most of the upload process is the same between models

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so your warhammer creator friends likely can show you how to do stuff unless there something specific your asking for help with

glad jungle
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i need learn some edit avatar

left gull
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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?

glad jungle
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i have model already

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can't figure out

median stream
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Best way to reduce polygons?
the only thing that stops me to make my avatar go medium or poor

ornate stump
lament zinc
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amerika ya

median stream
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and how to do that without making avatar look weird?

lament zinc
ornate stump
lament zinc
ornate stump
median stream
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must be more than that

lament zinc
median stream
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did that done that didn't do actually much i would say

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just got rid of 5k poly

ornate stump
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If cloth is removable then don't aim for better than very poor performance.

lament zinc
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I added some prefabs and now my poly went brrrrrrrr

median stream
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Kinda came here to see what other options there is for reducing poly

lament zinc
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so it's normal

lament zinc
median stream
lament zinc
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Is it the model high poly or just prefabs you have on the avatar?

median stream
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high poly avatar

lament zinc
ornate stump
lament zinc
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Well if you want it to look p e r f e c t then stick to very poor

median stream
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yes blender been trying to work how to reduce polys and keep the avatar too look good
i used cats for it

ornate stump
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If you wanted to make it look good, then don't rely on cats. You have to do it manually.

median stream
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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

lament zinc
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I'ma be honest, I came here to get help but it would be rude without helping other people

median stream
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Okayy
i will try the dissolve edge loop

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and see how that works

lament zinc
ornate stump
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You also have to combine multiple techniques.

median stream
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oops didn't mean to reply to your comment haha
but yes it's smooth

lament zinc
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But my pc is good for it

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the fps doesn't drop

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Even tho the polys are

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uhh

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Yes

median stream
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only times when my frames drops is when theres alot of toggles on an avatar but not high poly count

lament zinc
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i have more polys than u

median stream
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just wanted my avatar for a few events cause they don't allow poor avis

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kinda similar on the stats there

lament zinc
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but you know

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the main reason why it's very poor

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is uh

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sps

median stream
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ohh damn

lament zinc
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But nobody says that my avatar is heavy

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So ig polys are not deadly

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if it's not 200k-300k maybe

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Idk

median stream
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for me 500k polys are fine

lament zinc
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damn

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Well I never saw that much polys so I can't tell

median stream
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For me everything else is green

lament zinc
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lucky

median stream
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for this avatar atleast

ornate stump
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The performance stat also base calculation on everything else you have to see in the world: other people avatars, world itself, UI, etc.

lament zinc
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True

ornate stump
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That means you have to take consideration about resource you have to render other people too.

lament zinc
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Some devices just explode from very big amount of avatars if they don't have trust settings and other on

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  • If you're in VR then it's worse
median stream
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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

lament zinc
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Well I'm not sure, but maybe amount of animations for the toggles do the lag

ornate stump
lament zinc
median stream
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kinda hard to get good stats for this

ornate stump
median stream
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Does that matter?
cause for me the 500k poly avatar was fine compared to the other one

left gull
#

500k is so overkill for a single model lurkrat

median stream
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it is overkill yes
but it was fun to see what would kill the performance the most

ornate stump
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And it depends on your PC as well.

median stream
left gull
lament zinc
median stream
ornate stump
median stream
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That is true yes

ornate stump
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Excessive polygon without impactful on visual is just waste of GPU resource.

median stream
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but for an bigger impact for performence it has been the avatar with more toggles on it

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for my notice ofcourse

light charm
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remember that your avatar isn't the center of the entire lobby
i'm so tired of people thinking that

ornate stump
median stream
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ye

light charm
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not everyone will be able to render an avatar with over 100k polygons in a full lobby

median stream
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Never noticed that but maybe for questies?
i only run in pc worlds
the 500k poly was just a test

ornate stump
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80 players with 100k polygon each become 8M polygon which already exceed capability of lower end GPU.

light charm
median stream
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was also in a friends public with around 40 people i knew of

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option for that in settings to hide

light charm
median stream
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i was not lazy i did it on purpose

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no one noticed anything about it anyways

ornate stump
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You use option to hide as an argument but that's against your intention to optimize?

light charm
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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

median stream
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this avatar is for events
i don't normaly use avatar with over 250 polys as i don't have any of that

left gull
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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 vrcBotThink

light charm
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yeah

median stream
light charm
ornate stump
median stream
median stream
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Jesus it's not that bad. friends plus i know my people and friends

light charm
median stream
desert elk
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this ^

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optimise your stuff

median stream
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or less

light charm
left gull
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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

median stream
light charm
#

that's even worse

left gull
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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))

median stream
light charm
median stream
desert elk
desert elk
left gull
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or they'll just sit and suffer loading it

desert elk
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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"

ornate stump
#

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.

median stream
left gull
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yikes

median stream
#

if you really want i can show you the stats later

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if that's now needed

median stream
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i only said that the impact has been low

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compared to an avatar with lots of toggles

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only thing i said

ornate stump
light charm
#

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.

median stream
#

Xener just let it go jesus

desert elk
#

if you're still interested in knowing how to reduce polygons, I recommend baking your avatar (for example with the tuxedo plug in)

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in blender

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isn't your controller the hand bones?

ornate stump
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I don't think there is a way.

median stream
#

or other stuff

desert elk
#

well, I don't spend money on vrc, so I can't tell you if that works

ornate stump
left gull
median stream
#

i think i have the stats for both avatars saved somewhere will look and find it

left gull
#

Also you might have a better time with your Polytool question in #1139216499123437668 (or by asking the creator about it directly)

median stream
#

i never do post
haha but it was worth a try here

pallid sun
#

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.

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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

timber wharf
#

well ye, you should move your bones to your heels so bone is still parallel

sacred jetty
#

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?

left gull
#

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

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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

sacred jetty
#

the shoes im using didnt have an armature and I tried doing data transfers but it doesnt work. What should I do.

native urchin
#

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.

sharp sail
#

how do I get rid of that?

true flower
#

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?

ornate stump
true flower
#

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. 🥰

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Thank you!

sharp sail
#

is fixed now

cold palm
# sharp sail how do I get rid of that?

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

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Oh nvm should read before answering lmao

next cape
#

Why is my avatar materials Black? Nothing should be different so I don't understand whats wrong?

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It works on the standard shader, but not VRC Standard

junior void
#

vertex colors

next cape
#

Because if your talking about the color box on the right I did that for the visor and the same thing happened.

raven orbit
next cape
#

I'll see what I can do, but can they be removed on the model settings?

raven orbit
#

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

timber wharf
#

vrc quest tool can remove vertex colors

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tho im unsure on how up to date package is

spark walrus
#

Quick question, is there somewhere a picture on how the looking up / looking down blendshapes should look like?

somber sequoia
#

it's really just to move your eyelids or eyebrows when looking

#

so however you think the character would do that

raven orbit
#

only shows one eye at a time for these but the blendshape should include both

spark walrus
#

Appreciate it, thanks 👍

wild egret
#

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?

timber wharf
#

@wild egret look at bounds size, you forgor to enable scaling - fbx all when exporting from blender

wild egret
#

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?

timber wharf
#

skinned required only for stuff with bones/blendshapes

#

"rigid" one is more performant and should be used when possible

dark creek
#

I gave her and armiture, what's the next step?

wild egret
somber sequoia
dark creek
somber sequoia
#

yeah it respects mirroring just fine

#

look in the "Tool" tab on the right-side popup (the one that toggles with 'n')

normal cave
#

Hello I need help with VCC

somber sequoia
raven orbit
somber sequoia
#

Yeah good point, I was assuming the model is mirrored

raven orbit
#

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 💯

somber sequoia
#

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

dark creek
raven orbit
white sparrow
#

question, how does one go about activating something on an avatar by movement?

somber sequoia
#

what kind of movement?

white sparrow
#

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.

somber sequoia
#

Yeah you can use the velocity parameters in the animator if that's the kind of movement you mean

dark creek
somber sequoia
raven orbit
somber sequoia
#

You do also have to have your bones mirrored, and named properly

dark creek
#

I mirrored the rigging

#

yeah I did all that naming and mirroring

somber sequoia
#

Ok so show an image of the mesh topology or just go and try it yourself

#

I'm not sure what more you need

wild egret
#

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.

somber sequoia
#

Phones don't do VeryPoors

wild egret
#

Can someone give a hint? All other stats are green.

wild egret
somber sequoia
#

no

wild egret
somber sequoia
#

Also material slots. But yes.

wild egret
#

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?

#

😅

somber sequoia
#

Yep, that's always a challenge

wild egret
#

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.

crystal kernel
#

so it says i have 25 slots, but i only have 11 materials. and 13 objects that use these. is there something im missing

somber sequoia
#

1 material used on 5 mesh objects = 5 material slots

#

also particle systems use materials too

crystal kernel
#

ah i see

#

is this a big deal?

somber sequoia
#

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

somber sequoia
#

fewer = better. Particles are probably less important since they're usually not always on

crystal kernel
#

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

somber sequoia
#

well that's better than very poor!

crystal kernel
arctic ginkgo
# wild egret I've already gone from unoptimized 160k to optimized 45k now. Much by removing s...

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

somber sequoia
arctic ginkgo
#

If your hair always covers your scalp, remove the top of your head

crystal kernel
# crystal kernel

i really feel like half of these cant be fixed, i guess i can disable trails for my fireball object

somber sequoia
#

medium is max of 16

arctic ginkgo
crystal kernel
crystal kernel
somber sequoia
#

Yes, 16 material slots

wild egret
somber sequoia
#

(sorry, read it wrong twice)

wild egret
arctic ginkgo
crystal kernel
arctic ginkgo
crystal kernel
#

individually turn on/off their mesh renderer

somber sequoia
#

You can hide things in other ways, such as UV tile discarding.

crystal kernel
#

hm

gloomy flint
#

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,,,

somber sequoia
#

You'd need to have it turned off by default

gloomy flint
#

i am unsure of how to do that dawg ill be real

somber sequoia
#

click prefab, uncheck the top left checkbox in the inspector

#

(check that via animation to enable it)

gloomy flint
#

i tried doing that for another prefab and it just disabled it entirely? huh-

crystal kernel
#

is there an updated version for the CATS plugins?

#

i cant seem to use it on blender 4.0

somber sequoia
somber sequoia
crystal kernel
#

oh nvm its already active hahaha

gloomy flint
#

no i mean if i unchecked the box i couldnt turn it on in vrchat

somber sequoia
gloomy flint
#

really wish vrcfury had a component that could just do it for me because its stupid how hard it is to change animation settings...

somber sequoia
#

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.

gloomy flint
#

where do i drag it???

somber sequoia
#

whatever animator layer you want to put this into

gloomy flint
#

the prefab HAS an FX layer but again i have no idea what i'm doing with any of this.

somber sequoia
#

there are tutorial videos, the visuals probably help

gloomy flint
#

can i ask if you know any that isn't from like 2022 lmao-

somber sequoia
#

why? Unity animation hasn't changed since then

gloomy flint
#

a lot of ui changes, dawg.

somber sequoia
#

not in this area

gloomy flint
#

i dont even know what i'm looking for

ornate stump
#

It's just color and shapes that changed, not much else.

gloomy flint
#

i have never messed with animator layers before because i don't know what i'm doing

ornate stump
#

That's why you should look into the tutorial. Old tutorials still work with the same principle.

gloomy flint
#

emphasis

#

I don't know what I'm looking for

#

That's why I'm asking for help

somber sequoia
gloomy flint
#

Thank you

somber sequoia
#

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.

dark creek
#

How do I fix her scalp so it follows the rest of her head, and yes I did propper weight painting

crystal kernel
dark creek
crystal kernel
#

is the vertex group controlled by the correct bone?

#

not that you accidentally painted it to the wrong bone

dark creek
#

I made sure it is painted on the head bone

dark creek
somber sequoia
#

it's really hard to see from that picture

dark creek
dark creek
somber sequoia
#

Looks like just improper weight paint

#

the white part should move more, or the grey part less

dark creek
#

it's all red

somber sequoia
#

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)

crystal kernel
somber sequoia
#

^ this

crystal kernel
#

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

dark creek
#

this is a fucking nightmare!

crystal kernel
somber sequoia
#

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 🙂

crystal kernel
#

poor optimisation is visible by mobile users right?

gloomy flint
#

only Very Poor is hidden by default

dark creek
#

I am trying my best, smoothing and normalizing everything

#

but I can't fix her head

gloomy flint
#

@ 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

crystal kernel
somber sequoia
dark creek
#

Ok I think I fixed it

somber sequoia
gloomy flint
#

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,,,,,

crystal kernel
#

🤨 wah

gloomy flint
#

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

dark creek
#

And the mirror on the paint doesn't work

#

I have to go over every joint and repaint it manually

somber sequoia
#

probably your topology isn't mirrored

dark creek
#

but I did it

somber sequoia
#

then either you changed something or have the mirroring settings incorrect

dark creek
#

through all the maual work I did it

arctic ginkgo
somber sequoia
#

huh that's what I should do this week, go ice skating.

arctic ginkgo
#

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

next cape
tranquil niche
#

hey all

crystal kernel
#

hey all

tranquil niche
#

i'm doing some animations, what is the difference between these?

somber meadow
#

Use "IsActive", also you should be using VRChat constraints

tranquil niche
#

are they functionally the same? is one better for performance?

somber meadow
#

Unity Constraints have bad performance issues that exponentially get worse over the more constraints there are in the scene

tranquil niche
#

Would it be really easy to just switch out?

trim tiger
#

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

tranquil niche
#

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

crystal kernel
#

in the animation

trim tiger
#

so physbones react to that?

#

but not their characteristics being changed via animation?

crystal kernel
#

well you literally disable the component

#

the code is not being run of the phybone

somber sequoia
#

iirc it's in the "three dots" menu for the component

tranquil niche
#

I see and I assume it wouldn't mess anything in the animator up either huh>

somber sequoia
#

it ought to fix those, but you may wish to check, not all the paramters are exactly the same

tranquil niche
#

i'll give that a go if the other stuff i've just done hasn't broken the whole system entirely

trim tiger
tranquil niche
#

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

crystal kernel
trim tiger
#

thanks

crystal kernel
#

oh i found the solution

hollow niche
#

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?

silk crest
#

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?

somber sequoia
somber sequoia
hollow niche
silk crest
#

Thank you!

arctic ginkgo
#

AFAIK you can change things like angle limit, collider size, collision, grabbing, posing, etc

trim tiger
somber sequoia
arctic ginkgo
#

Forces and a few other things like stretch will need you to disable and re-enable the physbone component

hollow niche
arctic ginkgo
hollow niche
#

Ugh I wish the Select button would just show me where the error is coming from rather than selecting the whole model 💀

jaunty horizon
#

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

tranquil niche
somber sequoia
jaunty horizon
#

imported the unitypackage into hierarchy

somber sequoia
#

generally these days using VCC/VPM is preferred, but make sure you have base and avatars SDKs installed

jaunty horizon
#

they are both in packages yeah?

somber sequoia
#

I'm not 100% sure - I don't do it manually

tranquil niche
# tranquil niche

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

hollow niche
somber sequoia
eternal crater
#

Why's my avatar floating??

somber sequoia
#

Show a full pic of the avatar in Unity, you cropped that so we can't see anything useful

round comet
#

Anyone familiar with procreate’s 3d model painting feature? Avi related since I’m using it for texture work :3

somber sequoia
somber sequoia
#

looks reasonably right, interesting. Does it look ok in play mode?

eternal crater
somber sequoia
#

ooh that's not right either

eternal crater
#

I'm out of ideas as to why it's doing it though

small raft
#

does anyone know why my PNG avatar is in the floor when im in vrchat but in unity it looks completely fine?

balmy barn
#

root of your avatar is in the middle of a quad if you made it in unityvrcRat pay attention to this line when you have a vrcdescriptor

small raft
#

i dont even see the line

eternal crater
jaunty horizon
somber sequoia
next cape
#

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.

timber wharf
#

your avi rotated wrong way

#

white line should look forward, fix origin in blender

somber sequoia
#

is this the only error message?

limpid musk
#

yes

shrewd stirrup
#

Does anyone know how to make a screen shader like leviant ubershader only show particles and players?

silk crest
#

How long does it take for you to be able to upload an avatar?

somber sequoia
limpid musk
wraith saffron
#

How would I regenerate an imposter?

somber sequoia
wraith saffron
somber sequoia
#

yep

broken summit
#

i need help 😦

somber sequoia
broken summit
#

too big of a memory for vrchat 😭

somber sequoia
#

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.

broken summit
#

How do i fix it?

somber sequoia
#

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

broken summit
#

thxs

keen spear
#

so im attempting to upload this avi to vrchat for pc and then ill put it for quest, and its telling me this

next yew
#

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

proper depot
#

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

proper depot
low mason
#

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.

proper depot
#

The hands

low mason
#

no

proper depot
#

handbones*

low mason
#

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

next yew
# proper depot what exactly is the thing that is breaking? :0

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.

proper depot
#

Sorry if im misunderstanding

next yew
#

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

tight mortar
#

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 :(

low mason
tight mortar
low mason
#

you need to install android in unity hub for the unity version

proper depot
#

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

tight mortar
low mason
proper depot
#

the colliders would prevent the cloak from goin in ur body alot more tho, they are just heavier on the avi

proper depot
next yew
next yew
#

oh wait i have an example of what im trying to do for the ground part

weak furnace
#

I'm new to editing avatars, does anyone know how to make the hair not clip through body/clothing?

somber sequoia
next yew
young pivot
weak furnace
#

oh i see thank you kazin and iznxai!

paper tundra
#

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

coarse dove
#

can someone help me with my avatar?

somber sequoia
somber sequoia
coarse dove
paper tundra
#

Yeah, I did. I was curious if there were maybe some that you folks'd be able to suggest as well :D

coarse dove
#

i turnned all the mats to toonlit and still says this

#

i deleted the mats that wasn't used too

somber sequoia
copper marlin
#

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

coarse dove
#

like in these?

somber sequoia
coarse dove
#

i think im still confused

#

im a bit slow sometimes

somber sequoia
#

You may have an animation which swaps a different material onto the avatar. That material would also need a quest shader.

coarse dove
#

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

somber sequoia
#

I don't have anything further to add, I can't exactly search for the material from here

weak furnace
somber sequoia
#

nice!

coarse dove
paper tundra
somber sequoia
worn kiln
young pivot
#

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

somber sequoia
#

I'd edit the animation if I were doing this in Unity. Otherwise yeah, blender, which is pretty easy to do.

keen spear
#

im getting this when trying to upload my avi to pc, im planing on uploading to quest after

raven orbit
keen spear
#

my friend said theyd help me but they are gone rnn

#

idek where the shader thing is

somber sequoia
#

at the top of a material, you can pick the shader it uses

swift mango
#

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

silk crest
#

Hey! I'm a little confused by everything. Is there anyone experienced in helping me get a rigged model vrchat ready?

somber sequoia
#

maybe, where are you stuck?

silk crest
#

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

somber sequoia
silk crest
#

Thank you!!

arctic ginkgo
#

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

raven orbit
somber sequoia
#

that's a new thing, yeah

#

and much appreciated

raven orbit
#

agree, i was very excited when i saw that announced

arctic ginkgo
#

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

raven orbit
#

excluding local contacts, i would assume? im unsure on that

raven orbit
arctic ginkgo
#

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

arctic ginkgo
#

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

raven orbit
#

"avatar dynamics contacts" is the full name of that statistic

arctic ginkgo
#

i'm asking about how many contacts you can run locally on quest (across all avatars shown)

raven orbit
#

oh... im not sure it says that anywhere

arctic ginkgo
#

i know that limit exists

#

both because i remember reading it and i just ran into it

raven orbit
#

interesting, i'd have to look further into it

arctic ginkgo
#

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

raven orbit
#

oh, i usually try to use constraints for that lurkrat

spark walrus
#

I am having an issue were my unity editor freezes and says "Waiting for Unity to finish compiling scripts" in my Avatar project

arctic ginkgo
#

although i was able to reduce it to 11 by using the hand contact and some constraints

arctic ginkgo
#

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

raven orbit
arctic ginkgo
#

the other contact is for a wrist-flick gimmick to open and close the fan

arctic ginkgo
#

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

raven orbit
#

true, what i was rigging was a jacket, not a skirt, so it probably needs to be different

arctic ginkgo
#

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

somber sequoia
#

huh, this looks pretty smart

arctic ginkgo
#

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

spark walrus
#

Anyone know why these bones are not showing up in Unity?

raven orbit
#

it's likely set to "ignore"

spark walrus
#

Thats in unity right

#

Oh on the physbone

#

Ok it worked thanks lol

tranquil niche
#

Is making an object grabbable with a physbone modifier hard?

arctic ginkgo
# somber sequoia huh, this looks pretty smart

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

arctic ginkgo
#

if you want your item to be able to go anywhere, set max stretch to "inf"

#

this will make it infinite

tranquil niche
#

hmmmmm

#

and that should just let other people grab the item too?

#

should is a big word

arctic ginkgo
#

make sure you have a collision radius > 0

tranquil niche
#

XD ummmmmm

arctic ginkgo
#

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

tranquil niche
#

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?

obsidian rivet
#

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

crystal kernel
#

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

topaz mulch
#

the quest compatiable shader dosent work with some moth wings i have and idk how to fix it to appear on the front too

raven orbit
obsidian rivet
#

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

crystal kernel
topaz mulch
#

idk how to mirror in unity

raven orbit
#

If they are mirrored on the X axis then the weight painting would be on the wrong sides

crystal kernel
#

And child of the og wings

#

Unless.... the wings are part of the model

#

But again

#

Your way is the way to go

raven orbit
#

If the wings aren't a static object it wouldn't work regardless of whether it was part of another mesh or not

crystal kernel
topaz mulch
#

yeah thats true

#

the issue ill have tho is im bad at blender lmao

raven orbit
#

Never too late to learn it 💯 (or too early)

topaz mulch
#

i knowww just kinda tired of learning how to move the camera differently for every program lmao

raven orbit
next yew
#

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

obsidian rivet
#

I'm used to blender and J.A.C.K's camera controls so learning anything else is so weird

upper shoal
#

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

obsidian rivet
#

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

raven orbit
upper shoal
#

how do i do it on pc

raven orbit
#

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

upper shoal
#

alright, tsym

obsidian rivet
#

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

raven orbit
opal oyster
#

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~

topaz mulch
#

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)

timber wharf
#

@opal oyster should be fine, make sure theres only one set of uvs on mesh im blender

ornate stump
opal oyster
topaz mulch
#

i get reduce mesh data but im just lost after that lol

ornate stump
crystal kernel
topaz mulch
#

ok nvm where is the tangent setting?

ornate stump
obsidian rivet
topaz mulch
crystal kernel
ornate stump
# topaz mulch this?

Then this one doesn't have settings for tangent. You could also disable blendshape normals to further size reduction.

topaz mulch
#

thanks

raven orbit
crystal kernel
#

😵‍💫

crystal kernel
raven orbit
crystal kernel
topaz mulch
obsidian rivet
#

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

ornate stump
raven orbit
#

this is what the shader settings look like

crystal kernel
#

Aaaah

upper shoal
#

how do i stop these 2 bones from rotating backwards

#

the ones on the hair on the face

raven orbit
#

angle limit or something

obsidian rivet
#

I will say though, if my thing has some extra frames this set up shouldn't be too much of a problem should it?

crystal kernel
topaz mulch
crystal kernel
#

But adding more requires coding the shader accordingly

raven orbit
#

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

crystal kernel
raven orbit
crystal kernel
#

💥

raven orbit
#

limits

#

limit type

crystal kernel
raven orbit
#

documentation readers 💯

crystal kernel
#

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

raven orbit
crystal kernel
fallow gulch
raven orbit
fallow gulch
#

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

crystal kernel
#

Dam

raven orbit
#

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

crystal kernel
#

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

raven orbit
#

i think rapidly swinging the root of a physbone might give a hit like effect on a the rest of the chain

crystal kernel
#

Could be

#

Is there a way to rotate the object towards where the punch came from

#

Like a

#

Rotatetowards ( receiver)

raven orbit
#

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)

crystal kernel
#

I'll take a look in a few minutes

#

After I booted up

raven orbit
next yew
#

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

next yew
#

ty

#

texture dosent show :(

ornate stump
next yew
#

currently looks like this

ornate stump
next yew
#

how do i set that up?

ornate stump
next yew
#

see it thank you

#

working now! thank you

crystal kernel
#

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

light lark
#

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?

delicate tide
#

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