#avatar-help

1 messages · Page 48 of 1

ornate stump
delicate tide
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Oh so it was on a different channel lol

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Thanks

past kettle
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Hey all, so having gotten the ability to upload avatars, I ran into a new issue. My friend (Who is on a Quest) reports seeing my avatar broken (Missing/miscolored regions, super low res, etc). Is this because I need to build a version specifically for the quest as well?

junior void
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likely yes

crystal kernel
junior void
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if you generated an impostor, but didnt upload a quest vesion, thats what they see

past kettle
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I did neither

junior void
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then they will see a fallback

past kettle
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The avi I have has 2 versions, a PC version and a Quest version (according to Unity). Do I need to change build settings to upload the Quest version?

desert elk
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sometimes impostors generate automatically

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yes, you need to switch it to android and attach the same avatar id

past kettle
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That's what I was thinking but wanted to see if maybe I botched something somewhere

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My PC really doesn't agree with building avis, given it takes about 10 minutes and the machine locks up randomly whilst building is in progress

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Hmm, when I select Android it says AndroidPlayer is disabled, even though I enabled the Android platform when I installed Unity (which Unity even says I did)

desert elk
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huh that's odd

past kettle
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Double hmm, Android is greyed out in the Unity Build Settings (Ctrl+Shift+B)

desert elk
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maybe try adding the android package again, but manually.

past kettle
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I just did, no dice

timber wharf
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try

past kettle
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That's what I did, but I think I might've done a stupid

ornate stump
past kettle
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I found out my issue

desert elk
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what was it? in case somebody else has that problem

past kettle
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Either all it took was restarting Unity again, or it was because I removed the -x86_64 from the end of the install path for the android tools

crystal kernel
light lark
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I did "the it crowd" thing and it's working fine now

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Turning Unity off and on hehe

ornate stump
delicate tide
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Alright so I just started a new project in 2022.3.22f1 and everything is so different. I have so many questions, but I guess I'll start with a simple one for now: How do I change the AFK animation?

fallow gulch
delicate tide
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Basically I got a model from a unitypackage and its action controller is defaulted to GoLocoAction 1, which is set up completely differently from sippbox's tutorials which were my go-tos back in the day

crystal kernel
timber wharf
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set exit time to 1 for return

fallow gulch
crystal kernel
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it just doesnt detect the frame perfect bool changes

timber wharf
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show layer

crystal kernel
timber wharf
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you dont want exit time on idle

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you want it on return to idle

crystal kernel
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already removed that

timber wharf
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well for test mute transitions back to idle

crystal kernel
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yeah it wont activate at all

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bools be too fast

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they really need to add it so you can disable the on-enter being 0 when not above the velocity

timber wharf
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theyre not, one frame is plenty

crystal kernel
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why is the transition so horribly inconsistent

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its like im rolling a dice but i have 10% chance of making it through the transition

hard turtle
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ik ive posted this lad here before but i did edits on the eyes and im pretty happy with him now

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woops

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wrong chann

crystal kernel
delicate tide
fallow gulch
hard turtle
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anyone got tips for coming up with new critters or creatures or just anything for character design for when i finally decide to make my next lad would be nice :)

crystal kernel
fallow gulch
night ember
crystal kernel
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i understand that "it should work" but it clearly isnt

coarse dove
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Can someone give me the link to the vrm importer if you have it

balmy dove
coarse dove
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Thank you

crystal kernel
ornate stump
crystal kernel
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well its working once i re-import the audiolink prefab and detach the sphere

ornate stump
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The warning in transform component suggested it got moved.

crystal kernel
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hm

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odd

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i found the solution tho

ornate stump
crystal kernel
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oh lol

hard turtle
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if i wanna sell an avatar on gumroad but i take pictures of the avatar in an instance which i didnt create can that avatar's listing on gumroad get taken down?
even though im not advertising the instance im just using it to take pictures of said avatar?

left gull
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Depends on the creator of the model and if the focus of the photo is mainly on said model

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you could always just crop/edit the image (maybe with blur on the face atleast?) if you're worried

grizzled dock
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how do I make an avatar invisible in the mirrors?

ornate stump
grizzled dock
ornate stump
grizzled dock
reef cove
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What are some good phys bone values for a long chain of bones? When there's too many bones, regular values look completely wrong, and the moment gets weird

fallow gulch
reef cove
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Aww, I see. Wish there was a setting to ignore every second bone in the chain

fallow gulch
reef cove
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Damn, well, thanks anyway!

fallow gulch
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No problemo

little sun
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I'm looking for options for my avatar to move insanely fast with decent control. Gogo loco does not provide this. It's typically a launch forward option. Right now Im using a collider I toggle on and off to rocket my self forward, but its just flinging me forward.

Is there something out there can just greatly increase movement speed in someway?

sacred jetty
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how doe sphysbones angle limit work? Everytime I mess with it, it feels like it fdoes nothing.

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tryna prevent tail and hair from clipping during movement

somber sequoia
little sun
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or suggestions?

somber sequoia
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... I kinda figured my answer was pretty clear?

next yew
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my avatar appears a little shinier then i want it to be in some worlds, the textures look all discolored and strange compared to how it is in unity. is there any way to stop that or does it depend on the world im in and the shaders it uses?

little sun
prisma thunder
little sun
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Question: I've noticed that colliders, depending on how they are positioned on your avatar and their angle affect how flight colliders work. I am looking to find an optimized setup for forward momentum on animation release to propel yourself forward. Gogo loco has amazing capability of doing this but near zero control and a lot of required menuing.

My current set up involves using a hand gesture to toggle the collider on and off while jumping to push me through the collider. It's angled up slightly and encompasses half my body.

Does anyone have any suggestions on colliders to provide the most "push forward" capability?

somber sequoia
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what about gogo loco doesn't work how you want it to?

little sun
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I want better control

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and to set it up myself

raven orbit
# next yew my avatar appears a little shinier then i want it to be in some worlds, the text...

unlit shader still applies a color to match the environment you're in, if that's what you mean by "discolored." I'm not sure what you mean by "shinier," but if this happens to be the model you removed normals on, i've noticed that sometimes that setting tends to make the lighting change based on the direction you're facing rather than just where you're standing. However, i've only tested this with standard lite, so it may affect the unlit shader differently

little sun
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You also have to constantly open a radial menu

somber sequoia
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oh so setup whatever triggers you want

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I actually have mine triggering on when I do a T-pose and make fist gestures

raven orbit
little sun
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i do not use vrcfury for trigger, vrcfury tends to cause a lot of headaches

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triggers*

somber sequoia
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nobody said fury here.

little sun
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I was told gogoloco was installed using vrcfury

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ive only ever used avatars with gogoloco on them

somber sequoia
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sure, you can if you want. I install it manually.

raven orbit
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i never use fury for gogoloco

little sun
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not set up my own

raven orbit
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i just got it from the gumroad and add the animators manually

somber sequoia
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at this point I just strip it down to only the flight part

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but anyway, how do you want this setup?

little sun
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Im looking to construct it like a boost forward via hand gesture

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which ive done with my own very basic set up, but I was looking for more forward momentum

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so i can easily toggle between flight and no flight in the moment

somber sequoia
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you'd still need to get into flight mode for that to work, but it's totally doable, just trigger the fast mode and crank up the speed

little sun
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I dont want flight mode to be an always on thing

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i will tear into gogo loco and see how it functions then

somber sequoia
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you can't do a boost without being on a collider

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hmm I guess technically that'd work if you left it on

little sun
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So i gesture, angled cube collider appears from floor to waist height, upon release it launches me forward by being pushed out of cube

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so basically i briefly toggle on a cube collider and it acts like im getting pushed through a plane

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and It launches me

somber sequoia
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Basically but you have to jump to be affected by it

little sun
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correct

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I was looking for a way to optimize that method for more speed

somber sequoia
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crank up the animation speed of the collider

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it already supports this

little sun
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Its a single animation frame

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the collider isnt moving, its pushing me out of its bounds

somber sequoia
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I'm referring to gogo loco

void kettle
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how do i add gogoloco to a avatar? 😭

somber sequoia
little sun
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i will take a look at gogoloco, but my understanding you are always off the ground

raven orbit
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add gogo's animators to your playable layers

somber sequoia
void kettle
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ya i add it to the left but it doesnt show up in the meun

raven orbit
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you have to add the submenu to your menu

somber sequoia
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you can just use the vrc fury prefab, if that works better for you

void kettle
little sun
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Yeah gogoloco doesn't give me what im looking for. It doesn't provide forward moementum but instead carries you forward. I was was looking for a means to launch myself

lament wasp
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im getting Getting control 1's position in a group with only 1 controls when doing repaint Aborting when trying to upload my avatar i dont know what to do im confused helppppppppppppp

raven orbit
somber sequoia
somber sequoia
lament wasp
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ArgumentException: Getting control 1's position in a group with only 1 controls when doing repaint
Aborting
UnityEngine.GUILayoutGroup.GetNext () (at <344226e341014466b33f0c0fa34fcef5>:0)
UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) (at <344226e341014466b33f0c0fa34fcef5>:0)

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what like this stuff

little sun
lament wasp
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idk if i can even upload it im on a mac

fringe sleet
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I gave my avatar cloth physics and I used a floor collider for the gown but every time I ump my avi spins like crazyyyyyy!! I included my collider settings here as well. Any ideas?

somber sequoia
somber sequoia
lament wasp
somber sequoia
somber sequoia
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did you try restarting unity?

lament wasp
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oh

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maybe i should

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its on 2019 unity

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its a 2019 avatar

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is that a problem or

somber sequoia
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you can't use the latest VRC SDK on 2019... I'd just upgrade.

lament wasp
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so can i use a 2019 avi on 2022?

lament wasp
somber sequoia
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older than...?

lament wasp
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did i just spend 75 dollars on something i cant upload

lament wasp
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that works with the 2019 one

somber sequoia
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oh - yes, but I don't see a good reason to.

lament wasp
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ah

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so is there any way i can upload this with 2019 unity

somber sequoia
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probably - try restarting first

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(I'd just upgrade, personally)

lament wasp
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okkkkkkkkkkk

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so just restart my pc

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or unity

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just like task manager it out right?

somber sequoia
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I don't use Windows, can't help you there, but I meant close and re-open Unity.

lament wasp
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alr

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@somber sequoia , could i use my avatar in a 2022 unity? if its made for 2019?

somber sequoia
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yes

lament wasp
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oh

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ok

raven orbit
lament wasp
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thanksssssssssssss

fringe sleet
somber sequoia
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unity cloth physics is pretty janky and seriously unperformant

balmy barn
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cloth is local, what you see 100% not what others do

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physbone can easy interact with 'ground'

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ratl wouldnt mind some better stuff for skirts'n stuff but we dont got it, cause long ones are a pain

somber sequoia
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I'd love to have Magica Cloth

raven orbit
fringe sleet
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My models are actually not heavy at all even with the cloth physics

fringe sleet
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I'm running integrated graphics

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If it was heavy it would be for me too

balmy barn
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'doesnt lag for me' bad excuse , you affect others and everyone else in room add up

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reason why its limits are very low

shrewd mason
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Hello!! Im new here

fringe sleet
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Bro all I asked was for help with a floor collider why are y'all on me for how I do my phisics

balmy barn
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seen so many cloths just stuck on avatar colliders , turn away and back they flail around cause bounding boxesratl

somber sequoia
raven orbit
somber sequoia
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using unity colliders in vrchat doesn't work well on avatars

shrewd mason
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Does anyone want to help me with making an avatar

balmy barn
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enable colliders and move around you see they lag behind your avatar vrcRat 'bleh'

fringe sleet
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So ust fuck the floor collider completely

balmy barn
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floor collider is different cause its infinite , its those capsules

raven orbit
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yeah actually this conversation is probably heading towards a level of avatar creation that's gonna go right over my head. I'm out ✌️

main island
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Have been working out an avatar i was willing to give Creator companion a try! However the avatar that i am developing requires a vast selection of images for it to happen. Could someone maybe give me tips or a application like "Poyiomi shaders" that can sort this issue easier?

somber sequoia
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I'm not sure I understand the "issue"

main island
somber sequoia
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yes, I get that, but what is the goal?

main island
void kettle
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what do i do?

somber sequoia
main island
teal field
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help why has the texture gone weird in unity

ornate stump
somber sequoia
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also make sure you're using the right normals file, and it's OpenGL format

hybrid iron
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got a question about armatures and bone positionning. I notice that when i'm coming out of a walking animation my legs are properly positionned but after a second they move forward slightly and it looks like i'm crouching. This is the blender , Unity and Vrc comparative.

balmy barn
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that page host stolen content and ripped stuff, dont expect help with those here

frigid knoll
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have this error, i dont use vrchats own ones, but the unity ones, as most tools still use

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i checked my model 4 times

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there is no VRCParentConstraints on it

thorn marsh
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wut does this mean?

somber sequoia
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The first layer in the gesture animator needs a mask

thorn marsh
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which is like..where 😅

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idk how to fix

somber sequoia
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Find the gesture animator, and click the gear on the first layer, and add a mask. I'm not sure what that layer does on your avatar, so not sure what the mask should do

shrewd mason
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Can anyone help me with making an avatar

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I dont know how to

thorn marsh
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nvm got it

frigid knoll
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and restarting unity fixed my issue

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well..

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restarting... (unity crashing)

spark walrus
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CC claims that this avatar does not have animator, despite the rig being humanoid + adding "animator" component the avi already containing one 🙃

junior void
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Is the animator on the root though

spark walrus
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it's a premade base

junior void
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Well, thats where the sdk will look bc it belongs there

spark walrus
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I honestly don't know what I'm suppose to do here

junior void
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Easiest would be if you find the animator and screenshot the whole view. Dont crop it, we need to see its location

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Unless you want tedious text explanations

spark walrus
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this one?

balmy barn
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animator & vrchat descriptor both go on root of your avatar

spark walrus
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Anyone knows how can i upload my same avatar but not update the version?

somber sequoia
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pretty sure you can't, why would you need to?

spark walrus
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Im trying to do some pretty big changes but i dont want to save it on that same version

somber sequoia
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ohhhh

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detach the blueprint ID and it's a new avatar.

somber meadow
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Detach the blueprint id in the pipeline manager component under the avatar descriptor

somber sequoia
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I misunderstood what you were after

spark walrus
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Mhm Tysm Both!! x3

cerulean crystal
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Hello!! I am currently working on getting a certain hairstyle to work on my Mayu avatar, but i am struggling to get the physbones to cooperate with me... Ive tried a number of different things to fix this including following the provided documentation included with the hair prefab. The asset im using is the Punk Hair for Regulus, which should feasibly work on this avi :< any help would be appreciated ;;

desert elk
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maybe show your physbone settings?

junior void
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Thatd help

cerulean crystal
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gotcha! one sec

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these are the current settings im using, and heres the settings it suggests:

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⬇️ came with the asset

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grabbing and poses were turned off at suggestion of another user

young nacelle
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bases rim lighting shouldnt look like this its more spread out i dont know how to fix it if its a blender or unity thing im stumped

cinder turtle
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I got hit with one of these. Does anybody know how to fix this?

spark walrus
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Why is the bone/physbone not working properly

elfin tartan
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wtf do i do i just wanna have my simple oc as my vrchat avatar

balmy barn
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need more bones for it to be humanoid , (ignore eye and fingerbones)

elfin tartan
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oh

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ig i cant use it as my avatar then

raven orbit
somber sequoia
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you can, you just need to make more bones. You don't have to weight them, yeah.

elfin tartan
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OHHH

elfin tartan
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oh

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i didnt read ut

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it

raven orbit
spark walrus
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But it still doesnt look right

raven orbit
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oh mb🤔

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the end point then

spark walrus
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And idk why the root is showing up as a physbone

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I dont think any other root has done rthat before

raven orbit
spark walrus
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Oh i see

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Yea the endpoint only comes out of the hanging parts

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the earrings

raven orbit
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i don't think you can ignore the root bone either, because it would ignore every child of that 😦

spark walrus
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This has to be a unity problem?

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I mean blender

raven orbit
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if you want to restructure the bone hierarchy, then it would be a blender problem

spark walrus
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Should i? Idk how I can make this work

raven orbit
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if you have multi child type set to ignore, you can add a root bone for the earrings and parent it to the the last ear bone. that way, the ear bone has one child, and since it will have multiple children, it will not act like a physbone, but it's children will, so the earrings will appear as though they are parented to the ear bone. the new root bone should start at the end of the ear bone in blender, so you can just extrude it from there.

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though i don't see why this setup wouldn't work as it is as long as end point position and multi child type are set

spark walrus
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I really just want to figure out how to fix it withuot having to do loopholes

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Idk why its not working either

raven orbit
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is seems the second bone is indeed there, but just angled differently than in blender

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wait, i get it. its end point is being placed between the earrings

elfin tartan
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i give up

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making a literal simple avatar is impossible

raven orbit
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remember that you have to configure the mapping after importing it into unity

cerulean crystal
west pollen
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hi !! does anyone know why my model is moving into the ground like this ? :( its happening in game just like this

somber sequoia
west pollen
somber sequoia
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yeah that ought to be right then. Got any un-applied transforms?

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That thingy you have circled though is the 3D cursor, you'd need to make sure the object's origin (teeeeeeeny orange dot) is there.

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you can probably see if it's weird in the 'Item' tab of the little 'n' popup on the side of the main view in Blender - in Transform the location should be 0,0,0 and scale should be 1

west pollen
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my dot might be pink is that it ?

somber sequoia
#

probably that

west pollen
#

okay, yeah it's right below the feet

raven orbit
# spark walrus So what can I do

either do what i suggested earlier or see if it works as it is. If you test it and the movement looks fine then you probably don't need to change it

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honestly I think it should work fine as it is

tranquil niche
#

hey, is making an avatar prop that other players can grab as simple as setting up contacts to detect the fist gesture?

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or would there be something more that i'd have to do to have another player grab it?

raven orbit
somber sequoia
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you can't detect other people's gestures

tranquil niche
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I see...

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hmmmm

raven orbit
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other players can grab physbones, so props that can be used by other players usually use that

mortal nymph
#

Does anybody have the emo emo bunny, boy avatar?

tranquil niche
#

I've tried physbones but i think i'm just too dumb for it at this point and i can't very reliably use it with rigidbody

somber sequoia
raven orbit
tranquil niche
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I found two things that were quite interesting and i'd like to give a shot, but I think they are just a tad bit complicated for me to dissect

somber sequoia
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if you really want to try rigid body stuff, VRLabs has a prefab you could try out

tranquil niche
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i tested both and they seem to work

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but i found this

somber sequoia
#

yep, that's the one I was thinking of

tranquil niche
somber sequoia
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and that's another, yep

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That one is similar to Sophia's which I linked

tranquil niche
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my brain just isn't smart enough to dissect them both and put what i like about both of them together

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i'd love for the physics to work like the VRLabs one, but it does not let other players pick up the object

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and the other one is nice because it DOES let other people pick up the prop, but it also just leaves the prop floating in mid-air

elfin tartan
#

)p)o oop

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,

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, $oops

somber sequoia
#

yep, I haven't seen one that gets you both rigid body physics and pickup

elfin tartan
#

i accidently flipped my keyboard over

tranquil niche
#

now, i could be wrong, but the solution Neiryl started to provide me, seemed like it was just an animation that drops the shoe to my avatars ground/floor level? but i really should ask to clarify.

raven orbit
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i realized it probably isn't what you'd want for your avatar

desert elk
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it's a good habit tbh

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i'm so used to quest i also just think of ways to make stuff quest compatible all the time

raven orbit
#

also cause i just don't know how to use rigidbodies period Dx

tranquil niche
raven orbit
tranquil niche
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I did a test here with the VRLabs rigidbody throw and after doing this my brain just tells me something along the lines of "ohhhh come on, look! it's so perfect! all you have to do is the miniscule task of making it grabbable by another player!" when it's not that easy in the slightest

somber sequoia
#

nice, that works well

tranquil niche
#

Yeah, but alas, figuring out how to make it grabbable seems like an impossibility, like... maybe if i understood rigidbodies, joints, and particle stuff a little more, but i've already gone insane watching a zillion tutorials with and without VRChat as a basis for said tutorial videos and it just can't seem to help me figure out what needs to be done with hierarchy, where constraints need to go (If i even need any), where to add physbones in the hierarchy, (and what settings to use to make it follow a remote player's hands, ect. ect.)

raven orbit
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maybe a physbone component can be added to an object parented to the rigidbody, and the asset can be parented to the end of the physbone (or switch to it via parent costraint when grabbed)

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though that would leave the rigid body in some random location so idk

tranquil niche
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well, i mean even that would be a start, i think the closest i've got is having someone be able to grab it, and rotate it, but not move it

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There's also an empty game object called "Throw Target" that's parented to my hands

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*hand

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I've tried putting a physbone on couple of these (can't even remember which ones anymore) but what would be your first instinct

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mine is just the first object that's parented to the rigid, so force particle

raven orbit
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i would try to put a physbone in an emtpy that's parented to the container, maybe

tranquil niche
#

So with that done, if i recall correctly, I now need to go here and set pose to false, keep grabbable at true, make stretch infinite, set grab value to 1, and uhhhh

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well, this is interesting the collider won't show when i change it's size

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oh, none of my contacts anywhere are showing up and pressing that globe thing isn't fixing it either

raven orbit
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on the physbone i mean

tranquil niche
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I see, i'll do that though would you know why nothing else is showing?

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well it does show after i enter playmode

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and it's just fixed now

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or not

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there we are, collider has been setup

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does the rest of this all seem in order?

raven orbit
inland seal
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All avatar contacts broke and also I cant touch other people. If I change avatar to other one it will work.

tranquil niche
#

It says it can be picked up by other players too!

ruby summit
#

could someone help me and tell me how to unlock a shader in unity? im trying to export my avatar to vrm but it doesnt support poiyomi

tranquil niche
#

I might have to spend the $7 on that

raven orbit
ruby summit
#

nice now im white

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ok fixed it again

clear egret
#

chat im i cooked 😭

raven orbit
#

make sure everything is parented correctly in blender (and name your bones!)

clear egret
#

i SUCK at using blender

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😭

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i only exported the model and it came out like this

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and i put it in unity ofc

raven orbit
#

If you got this model from online, you've bought/downloaded a rig that was made specifically for animation in blender. Those don't work well when exporting to unity

clear egret
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So

#

what do i do now?

clear egret
raven orbit
#

watch blender tutorials for a week straight

#

or more

desert elk
#

you need to parent the bones properly

clear egret
clear egret
desert elk
clear egret
desert elk
#

that's texture missing

raven orbit
# clear egret WHAT!!

i learned blender by watching character modeling courses on youtube, and advanced rigs require advanced knowledge of blender to edit

desert elk
#

you need to export it from blender

raven orbit
#

likely the reason the hands aren't parented already in because they were being used in an IK rig

desert elk
#

i learned by searching for tutorials for specific issues i had

clear egret
#

and i dont have a vr

#

so yeah

raven orbit
#

an IK rig in blender, which isn't something that can be directly imported into unity as a humanoid model

clear egret
#

do i just cry now or what..

raven orbit
#

learn blender 💯

clear egret
#

sigh i dont wanna take a week to learn blender

#

sigh!!

raven orbit
#

or if you want an easy out use metarig

clear egret
raven orbit
#

google it

#

(metarig rigs looks like ass imo)

clear egret
#

guh

#

going to take a long time

raven orbit
#

but it's easy for beginners

clear egret
#

sigh!!

#

isnt there like a site

#

that lets u rig models..

raven orbit
#

literally what i just said

clear egret
#

is metarig a site

#

guh

raven orbit
#

you could actually bother to google it 😐

clear egret
#

is mixamo good...

desert elk
#

the issue that you're having isn't that hard to solve, you just need to want to solve it

clear egret
#

wait nvm

clear egret
#

sigh

#

i'll try and i'll tell chat the results

raven orbit
raven orbit
#

i dont use either

clear egret
#

i'll try mixamo and i'll tell you the results

prisma thunder
desert elk
#

is the view point correct?

#

and where is the origin point of your avatar?

odd bane
#

I would lag tryna do that

prisma thunder
desert elk
#

i don't even know how one gets unity to work with a headset

prisma thunder
#

I sent a video

desert elk
prisma thunder
#

Uh

#

I mean my view is fine

#

but my whole avatar is below me

clear egret
#

I love how when i try to put my character on maximo it just said no lol

raven orbit
#

delete any armatures or curves from the blender file maybe

clear egret
#

sigh do i really gotta go in blender AGAIN!!

#

i'll open up blender and ill show you how its rigged

young nacelle
raven orbit
#

whats the issue

prisma thunder
young nacelle
#

It's throwing off rim lighting and stuff

#

Same with the head

desert elk
#

Check your eye point in unity

prisma thunder
#

Uh

#

Explain in crayon eating terms please

raven orbit
clear egret
raven orbit
#

100% IK based limbs

raven orbit
#

a to select all and crtl+a

young nacelle
#

Yuh

clear egret
young nacelle
#

I applied scale doesn't seem to work

young nacelle
#

Transforms did doh

raven orbit
# clear egret

similar issue with the face, you won't be able to get facial animations like eye blink or visemes (easily) without blendshapes

clear egret
#

should i remove them

raven orbit
prisma thunder
# desert elk

Oh, do I gotta like keep adjusting that until it gets right or is there any way to visualize it?

clear egret
#

these terms are killing me

raven orbit
raven orbit
clear egret
#

so should i remove the rigging in the face

raven orbit
desert elk
young nacelle
#

Oh shoot

clear egret
young nacelle
#

Your a life saver@raven orbit

young nacelle
#

My 20 hours

#

So worth it

raven orbit
desert elk
clear egret
#

guh

desert elk
#

with the arrows

#

if that doesn't fix your avatar, idk what else could be wrong

clear egret
#

or should i just let them

#

all

prisma thunder
#

Another smol question, does the bounding box cull stuff if the center of view isnt overlapping, or is it like if the whole fov doesnt see the bounding box

#

Thats a dumbass question i know

raven orbit
clear egret
#

what

#

and how do i do that..

raven orbit
#

learn 3d modeling 😼💯

clear egret
#

sigh maybe another day

desert elk
#

there you go

clear egret
#

my kriptonite

#

learning..

#

okay i skipped half of the video

#

this is too hard for me

desert elk
#

can't help you then

next cape
#

How should I do the T-Pose on my avatar to match this pose in game on quest? Specifically the legs.

#

The hands have to be custom

#

I'll provide more references, brb.

clear egret
#

im going to try

next cape
clear egret
#

i need to lock in

merry geyser
#

Im having an issue when i put the texture on for the yeen eyes for quest it completely gets rid of them. I have tried every quest shader but nothing works. It has an eye gloss which also is not participating properly.

next cape
desert elk
next cape
#

A couple of good references here

merry geyser
desert elk
#

do they work with other shaders? like pc ones

merry geyser
#

yes

#

just the quest shader does not want the eyes to work for some reason

desert elk
#

most likely could they're transparent

#

you'd need to make a new texture for them

merry geyser
#

the eyes are not transparent. The gloss part is I took the gloss off.

#

still showing they are white

desert elk
#

hmm

clear egret
#

okay how do i select the model but not the rig

#

like not the bones..!!

raven orbit
desert elk
clear egret
#

how do i click on the mesh

merry geyser
raven orbit
merry geyser
#

it will say body or you can hover and press L

#

it will select the entire mesh

desert elk
clear egret
#

it just selects the rig..!!

#

bones

raven orbit
#

make sure you're in object mode

#

and not in edit or pose mode

desert elk
#

yeah

clear egret
#

how do i know if im in object mode

desert elk
#

left upper corner

clear egret
#

ok

#

im in object mode

#

its not working chat!!!

desert elk
#

okay, try clicking anywhere else

#

to deselect the bone

#

and try again

#

or simply click the mesh in the hierarchy

raven orbit
#

i think it's possible for selection on an object to be disabled (if what you downloaded was a blend file)

clear egret
#

i AM

clear egret
desert elk
#

that's the first time i hear of that huh

raven orbit
#

they likely disabled selection on the mesh to make it easier to animate

clear egret
#

okay so im just cooked

raven orbit
clear egret
desert elk
#

no

#

you just need to anable it

clear egret
#

how do i enable it

raven orbit
#

make sure the arrow on the mesh is white

desert elk
#

this!

#

i took to long to take screenshots xD

clear egret
#

erm

#

i did something and it worked

raven orbit
#

up there btw

clear egret
#

i think

clear egret
desert elk
raven orbit
#

i showed how to enable it in the first image :>

clear egret
#

did it

clear egret
desert elk
#

doesn't matter

#

can you select the mesh now?

clear egret
#

sure can

desert elk
#

awesome

clear egret
#

okay so what now

desert elk
#

idk, you asked how to select the mesh, so i helped

#

i'm not sure why you wanted to select it

clear egret
#

guh im so fricking stupid

desert elk
#

no, you're not, you're learning

clear egret
#

but like what do i do about these ones floating

desert elk
#

i'm assuming you need to position them properly, but maybe Neiryl knows more, i've never fixed a ik rig before

clear egret
#

@raven orbit rise up

raven orbit
#

there are bones related to the IK rig that are used for positioning. Select and move them in pose mode, if they don't move anything (such as the mesh) with it, then they have no weight and thus can be deleted. if they move any bones that move the mesh, then you need to parent the other bone* to something else

clear egret
#

okay this is ALOT to take in

raven orbit
#

The bones you can delete are likely IK's or pole targets

desert elk
clear egret
#

okay so pose mode is not appearing for me now

raven orbit
#

I don't know how else to describe it, sorry

desert elk
#

you need to select the armature I think

raven orbit
clear egret
#

sigh

#

how do i ENABLE

#

guh!!

#

pose ### mode ###

#

.

#

i love when

#

this discord thingy isnt working

#

sigh!!

raven orbit
#

idk if the big text works here
-# small text does though

raven orbit
clear egret
#

how

#

it isnt showing up?

desert elk
#

this is why

#

select armature

clear egret
#

OH

#

sorry lol

#

okay what now?

desert elk
#

select pose mode and do what Neiryl said

#

check the bones, delete the ones that don't move anything

clear egret
#

how do i move them?

#

stupid question

#

i'll just check it in youtube..

#

ok nvm how do i move them

raven orbit
#

g

#

select and g that is

clear egret
#

do i uhm

#

select them all?

raven orbit
#

no

#

not st the same time at least

clear egret
#

ok

#

fingers are good

#

👍

rustic tide
#

👍

clear egret
#

big thumbs

winged cairn
#

Have you ever fixed this issue? i'm having the same exact issue

rustic tide
#

You eill be very good at thumbs ups

clear egret
#

face is WORKING

#

im peak at making expressions

#

real

rustic tide
#

Did you set the slider as an animatable slider?

clear egret
#

tail is also working

#

erm is this supposed to happen?

raven orbit
raven orbit
clear egret
#

ik modifier

#

whart!!1

raven orbit
#

learn blender 😼💯👍

clear egret
#

im cooked

#

sigh

#

help

#

does this count as moving!?!?

#

gulp

#

why is it selecting the 2 arms instead of the one i pressed

raven orbit
#

your'e gonna have to parent the spine to the hips and unparent the hips from the bone sticking out the front

clear egret
#

what

#

!!

#

explain in uhh

#

cat terms

#

im dumb!!

raven orbit
#

your'e meow gonna meow have to meow parent the spine meow to the meow hips meow and unparent meow the hips meow from the bone meow sticking out meow of the meow frontmeow

prisma frigate
#

Meow?

clear egret
raven orbit
#

imagine describing walking without using the word 'walking'

clear egret
#

what

raven orbit
#

exactly

clear egret
#

help me

prisma frigate
#

My head hurts.

raven orbit
#

i dont even remember the exact steps or hotkeys to tell you what to do

clear egret
#

welp

prisma frigate
#

I don't either. And I don't know if I still even have unity on my PC-

clear egret
#

what now chat..!!

prisma frigate
#

✨Magic✨

clear egret
#

i cant use magic

#

if i could i would

#

im going to do this tomorrow..

#

see ya later chat

proper depot
#

would anyone know why in the animation recording, the hair shows normal, but when in play mode it disappears? the objects are not hidden or anything, turning the hair on or off in the hierarchy she still comes out bald 💀

#

Here is the recording for this int

#

but nothing seems to have a recording of the hair being turned off? vrcTupCry

desert elk
#

maybe the default in parameters is set to off?

desert elk
#

if there's no hair off animation, then I don't think that's it

pine valley
#

Is that a completely separate hair mesh?

proper depot
#

yes

#

its because im using it on another hair to save on poly count

pine valley
#

turning the hair on or off in the hierarchy she still comes out bald

Your animation is activating the game object, so it shouldn't be possible to turn the hair's game object on and off while in Play Mode

#

(assuming that you were talking about toggling it in play mode, at least)

proper depot
#

Yeee I found it!

#

It was an animation recorded by accident smh vrratxmas

#

tysm for the help!

golden mantle
#

Any help on why aren't the pants showing up if they are on by default? :c Is there something like a toggle in the backround not letting me see them?

I'm new to this but I'm very sure the toggles I made in DressingTools is fine, my problem is that I can't seem to be able to view nor make Mamehinata's default clothes toggleable, any help pls? :c

spark walrus
#

i need help with avi thumbnales

#

both of these wont work idk why

tight mortar
#

how do i get this back to t-pose? i recorded an animation and now it is just stuck like this

#

nvm i got it

shrewd stirrup
#

anyone know how to get msfx

keen spear
#

so im uploading these two and the quest version dont got the black lines around it, is it not allowed or can i get them back on

shrewd stirrup
little sun
#

outlines are heavy, cant do on quet

shrewd stirrup
#

but if ur using poiyomi for outlines then it won't work on quest

shrewd stirrup
little sun
#

fliping normals in blender by duping the mesh?

shrewd stirrup
little sun
#

oof

shrewd stirrup
little sun
#

yep

little sun
keen spear
#

Ah

sweet carbon
#

Can someone please tell me how to get these ears for the Regulus 2.0 Avatar Base?

#

been trying to find it with no lick of luck.

keen spear
eternal crater
#

Why isn't my blendshape showing up in Unity? It's there in Blender but when I put it into Unity, it doesn't show up at all, not even on the blendshape/shapekey list via VRCFury.

hollow meteor
#

Does anyone know how to set up a pole on your avatar? ( like a dancing pole that you can toggle on and off ) I cant figure out how to get it so it stays in place

eternal crater
little sun
warm hollow
#

Hi! New here so this is my first time rigging and modelling an avatar from scratch, I've chosen a bit of an unconventionally-proportioned character to start with so I might have to explain my issues a little bit
Right now, I have my avatar rigged completely with the structure intact, I did however create the skeleton from scratch, so I expect there to be issues when trying to map this to a humanoid. I tried to make sure all the required bones were present
However, due to this setup, I've found the arms to be pretty hard to work with, being a lot shorter than intended when I attempt to push my hands in front of me. I've found a "fix" for this by putting the viewpoint deep inside the head to compensate, but this brings up another issue with my avatar.
Right now, the avatar (only in VR, can't test FBT) will shift up/down depending on the headset's vertical tilt, which is undesirable for my avatar. I've confirmed this doesn't happen on desktop, as the character will stay in place vertically when looking up/down

Would it be possible to disconnect the "real" neck bone as to not affect the rest of my skeleton? I have no use for those bones as I only use one axis of rotation from the "real" neck to rotate the head of my character

keen spear
pine valley
#

Note that Unity's humanoid importer may not recognize the "fake bones" you create, even if they have the right names

#

I think it ignores bones that don't deform the mesh

warm hollow
#

I have the neck rotation working as I wanted, my issue right now is the viewpoint messing with the avatar's position when looking up/down

pine valley
#

but you can manually assign them later

#

ah, I see -- it's more about your entire skeleton moving in an unwanted way when you move your head

warm hollow
#

yeah, that'd be it

#

Should I record a video to demonstrate?

pine valley
#

Also, you should try switching between arm-span and height measurement

#

notably, it shows a really weirdly proportioned model in the example

warm hollow
#

or should i bring it forwards again?

#

here I swap between two avatars, their only difference being the viewpoints
the first one has its viewpoint just in front of the eyes
the second one has its viewpoint behind the eyes, still at the same point vertically

when in front of the eyes, looking down doesn't move the avatar, but looking up moves the avatar down. This is behaviour I don't see as unwelcome, but would be preferred to not have
However, the range of motion in the arms is very heavily limited, barely being able to move past the eyes if at all

when deep behind the eyes, looking down pushes the character down, but moving up shifts the whole rig upwards. This is behaviour I do not want
However, the range of motion in the arms is a lot more free in comparison to the viewpoint being in front of the eyes

eternal crater
#

Why are the eyes transparent? The normals are fine and they have no modifiers on them.

spark walrus
#

Is there a way that I when toggling between the hooves and legs, that I can change the height when toggled? So the hooves arent in the ground?

#

Im assuming just move the hip bone up when toggled but Idk if it will cause issues

spark walrus
#

The piercings?

raven orbit
spark walrus
#

So im assuming that then just changing hip pos wouldnt work then?

raven orbit
#

no

#

because that wouldn't be able to change your viewpoint (without the state behavior from above)

spark walrus
#

Thank you

clear egret
#

@raven orbit i just got a motivation boost should i try to fix my model or what

raven orbit
#

sure

clear egret
#

hell yeah

#

💪

raven orbit
#

won't be around to answer every question rn though

clear egret
#

dang

#

i just need you to be able to help with the rigging and i'll probably stop there and i'll continue tomorrow

#

i'm going to close vrchat and im going to start blendin!

#

hope i dont spend the rest of tomorrow tryna do this cartoony cat avatar

#

🙏

#

@raven orbit lets commence the tomfoolery!!

#

i should probably stop pinning you sorry lol

glass solar
#

anyone know how I can recreate the shading with this sprite here with mochis shader (or any other good shader)

spark walrus
#

Anyone know why the weightpaint for the heels doesn't work in Unity?

somber sequoia
#

wrong object parenting? Missing armature modifier in blender? hard to judge without knowing more, like how they're attached to the avatar

spark walrus
#

Well the legs are seperate mesh

#

because they can switch to hoove legs

somber sequoia
#

are we talking about legs here or shoes?

spark walrus
#

Wdym

#

The legs can change into hooves

#

But when the legs are human they can wear heels

#

The hooves work fine in unity they move with the leg like expected but just not the heels

somber sequoia
#

right so I was asking about how the shoes are attached and you started talking about legs

spark walrus
#

Theyre weightpaitned

#

Am i missing something from that question? lol

somber sequoia
#

seems so

rare cloak
#

am i doing this wrong? im trying to upload my model to vrchat. in unity i cant access vrchat sdk. do i need to redownload the sdk?

somber sequoia
#

explain what "can't access vrchat sdk" means

#

I'd guess that the control panel doesn't show, and if that's true I'd suggest looking for errors in the console

rare cloak
delicate tide
#

Can I add/overlay an image onto an existing texture in Blender, then drag where on the model I want that image to go, then have the texture saved with the image?

somber sequoia
# rare cloak

if you have errors show the first 2-3 and don't clip so much, context helps

#

that one by itself without any other errors is not helpful, unfortunately

raven orbit
somber sequoia
delicate tide
somber sequoia
#

do it in Unity with a shader that does decals

delicate tide
rare cloak
peak patrol
#

hi! i'm currently trying to convert a pmx model to vrm in unity, i figured i could ask for help here
the issue is with vrm spring bones (root bones?)
i'm trying to drag and drop the selection into the root bones menu but i'm not really sure how to (sorry i'm new to unity haha), is it possible? when i try to drag and drop, it only drags over 1 instead of the selection

somber sequoia
#

what version of unity (should be 2022.3.22f1) and SDK (should be latest, I think 3.7.5?) do you have?

rare cloak
#

i have 2022.3.22f1

delicate tide
#

@somber sequoia So what I wanted to do was replace the font on the back with this one that I recreated. However, the actual logo on the texture for the shirt is warped in the middle.

somber sequoia
#

SO yeah, decal, but the UV map is what determines if it's warped or not

#

if you want to make that part of the base texture, a 3D image editor like Substance Painter can be useful, or you can do it in Blender's shading tab and bake as Neiryl suggested.

delicate tide
#

Dawg idk what any of that means 😭

#

Also substance painter is $200

clear egret
#

just like me

#

clueless

somber sequoia
delicate tide
#

Imma need like a step-by-step tutorial on the shading thing if I have a shot at doing this the right way

clear egret
#

i should probably sleep

raven orbit
somber sequoia
#

yep

spark walrus
#

I would just use photoshop

somber meadow
#

||no one said to buy substance||

spark walrus
#

and warp the text

somber sequoia
#

using photoshop, you'll have to - yeah warp the text yourself

raven orbit
delicate tide
raven orbit
#

i straighten my uvs so i dont have to warp stuff 😼

somber sequoia
spark walrus
delicate tide
#

4096

spark walrus
#

Can you send it in Dms

#

Full size

delicate tide
#

Yeah I gotchu

weak furnace
#

Does anyone understand how to apply this? https://zzoma.booth.pm/items/6328516
I recently got this but I don't think I understand how to apply it. The instructions for it says "The application is simple! Copy each of the downloaded material settings and paste them into the existing Minase material!".

upper shoal
somber sequoia
#

decrease spring, increase immobile, basically play around with the settings

upper shoal
#

it doesnt seem like im allowed to change the way it accelerates

#

only like

#

the limits

somber sequoia
#

feel free to show the physbone component

upper shoal
#

theres like a few

#

heres the puff on the back of the head

somber sequoia
#

that's quite a lot of spring

upper shoal
#

the like jitteryness doesnt go down when i turn down spring and turn up immobile it just limits it

somber sequoia
#

this avatar of mine I have open seems to be using advanced for hair, with pull at .557, momentum .04, and stiffness .85.

upper shoal
#

oh wait that worked

somber sequoia
#

oh cool

upper shoal
#

thanks lol

fallow gulch
# upper shoal the like jitteryness doesnt go down when i turn down spring and turn up immobile...

Physbones are inherently a bit jittery
However... having an avatar where the armature scale is not 100 100 100, but 1 1 1 instead helps with this for ex.
A higher pull value also means that the physbone wants to go back to its rest position more
So if you have a high pull, and you move at just the right speed, the physbone will jitter, as it will try to move, but then it will go back to its resting position

#

Also yeah, Simplified and Advanced modes work a bit differently

somber sequoia
#

I find them easier to get not jittery than dynamic bones

fallow gulch
#

I don't have a lot of experience with dynamic bones, because when I finally decided to buy the package, a week later physbones came out lol
So I mostly know stuff about physbones

#

But that's good to hear

somber sequoia
#

hahahaha I did exactly that, at exactly that time

rare cloak
somber sequoia
#

I've since used it on Chillout, but there you also have Magica Cloth...

warm hollow
fallow gulch
somber sequoia
fallow gulch
somber sequoia
#

Magica is amazing

fallow gulch
#

Cloth is interesting, but it's like.. novelty for the most part at this point I feel like

somber sequoia
#

I hate that you can't make skirts and coats and other flowing clothing really work well without a lot of pain 😦

somber sequoia
#

yep

fallow gulch
#

The best you can do if you want cloth is to combine physbones and cloth (if you can do that)

somber sequoia
#

unity cloth kinda sucks

fallow gulch
#

But that gets expensive really fast

somber sequoia
#

and that, yep

fallow gulch
#

That is something to strive for
Just... don't look at the avatar's price x)

somber sequoia
#

yeah I don't really look at booth much. this seems pretty ok - way more rigid than anything I'd wanted to do, but I like how it's grabbable

warm hollow
# warm hollow Yummy constraints.. I think I need a little more insight into getting this set u...

Right now I have the body's mesh on a Fake hip bone, which right now I have two constraints set up, one to position it according to the actual hip bone, and the other to use the X and Z rotation of the Real head. I have another constraint on my Fake neck bone, which is set to only use the Y rotation of the Real head bone

...which right now, ends up with this for some reason.
I can tick the Y box but that'll make the body rotate with the head, which I don't want (I want the head to spin independent of the body)

fallow gulch
#

You have to fight so hard to clip the legs though it.. it's amazing

fallow gulch
somber sequoia
#

very nice!

#

I got asked to make a sundress for someone and it's not been a fun project

fallow gulch
raven orbit
warm hollow
#

No actually, the Fake hip is its own nest separate from the Real hip bone (Actually, rereading this, yes???????? I'm a little confused by the question)

#

(pardon the inconsistent names, the "Fake" bones are the "Mesh" bones here, the bones named "Fake" are the Real bones, linked to the humanoid rig)

silk thorn
somber sequoia
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hmm that's probably a pretty good plan

silk thorn
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Honestly, if you can afford more

somber sequoia
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one of these days I'll get back to that project

silk thorn
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8 clusters of 3 is king

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then you can do flex spots with other 3 bone clusters, most people use one but you dont really get that fold movement with 1

inland seal
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I'm having a problem where I can't interact with my avatar or other people (It works when I equip other avatar)

silk thorn
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check your VRC descriptor

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make sure it has all the appropriate contacts listed and identified properly

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There are default ones for hands what not, sometimes it acts all goofy

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uses the humanoid rig for setting it up

delicate tide
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What's the difference between "Saved" and "Synced" when it comes to parameters?

somber sequoia
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saved = will remember the next time you spawn

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synced = other players will see the change you make in game

delicate tide
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Oh so if it's NOT synced, only I can see the change on my avatar, where it will not show up for everyone else

somber sequoia
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yes

delicate tide
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Like for a hidden prop that only I can see lol, that's diabolical

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Thanks

inland seal
silk thorn
silk thorn
inland seal
silk thorn
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I mean you can, but there are others here with more knowledge than I.

inland seal
warm hollow
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trying an aim constraint which sources the player's head, but I have my doubts that that'd work ideally for my needs?

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plus it'll cause the whole body to flip backwards if the head goes forwards

silk thorn
warm hollow
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none of the constraints are on the humanoid rig itself
all of the constraints are on a "separate" mesh skeleton, but the body and head meshes are parented together, would that break then?

silk thorn
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What you can do if you want parts to move with the head, is parent to the head. Though it will be very goofy looking for you, just not everyone else.

warm hollow
silk thorn
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It's not based on that.

warm hollow
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aah, I see?

silk thorn
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1s I'll start unity

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So, meshhip is a bone or a mesh?

warm hollow
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oh, this is all one single armature, so MeshHip, MeshNeck, and MeshHead are all bones

silk thorn
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Which I'm assuming is what you bind the mesh to, and the body armature is phantom?

warm hollow
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yes indeed

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the red is weighted to the mesh itself

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so MeshHead would be made into a jaw flap, and MeshNeck is what controls the rotation of the head

silk thorn
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And you want the whole body to move like it's the head no?

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You're saying when you look down, the body would tilt back?

warm hollow
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so when looking down, the body and head would tilt down

silk thorn
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So imagine the body is part of the head, and parent it to the head

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thing is, you wont see it because VRC scales head bone to 0

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which scales everything parented to it to 0

warm hollow
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I have VRC headchop configured already, all I should be able to see are the hands and legs

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would that change anything of the process?

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there's also the ask that I need the head to rotate on the Y axis independent of the body when the player moves their head, which I figures is what's causing more trouble than is worth

silk thorn
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Honestly, I would just parent the bones to FakeHead then

warm hollow
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MeshNeck already has a rotation constraint for that that works

warm hollow
silk thorn
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No

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Relations // Parent "FakeHead" for MeshHip

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The rest are fine as is

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Then everything moving with Meshhip/MeshNeck/MeshHead will move with player head movement like what you're asking

warm hollow
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just realizing i misread that
so the hierarchy should look like this then?

silk thorn
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Yup

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I recommend avoiding constraints whenever you can, as it is usually not needed.

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I only recommend using it when you're referencing multiple game objects, say swapping hat from head to hand.

warm hollow
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do i need to recreate the rig in unity?

silk thorn
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Eh, it'll mess up the prefab, but doesn't take much to swap over

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I think you could just manually move it in unity, but IDK if it'll break

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Probably wont because I think of it as clothing bones added to body.

warm hollow
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seems to break my animations, which isnt that big of a deal imho (I only have custom blinking animations)

silk thorn
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You would need to change the address of the gameobjects in the anim

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You just have to add 'Spine/Chest/FakeNeck/FakeHead' before the game object

warm hollow
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Yeah so I'm unsure if that was the right course of action..? Moving FakeHead shifts the whole body as expected, but it's not the same origin point as MeshHip

silk thorn
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Did you update the fbx?

warm hollow
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yes I did, the FBX was replaced entirely

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the new bone structure is present in unity

silk thorn
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So you mean like it tilts back and forth based on the hip?

warm hollow
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I wanted the whole body to move around the MeshHip bone when the player moved their head, as if their "head" bone was where the hip bone would be

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which I'd fear would make an.. interesting skeletal structure

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by then I'd be more concerned about learning to use a generic rig + animator

silk thorn
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Yeah, then I guess that would be a rotation constraint

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I don't think VRC supports generic rig

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VRC needs to reference a humanoid rig

fallow gulch
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VRC supports generic rig, but it is much easier to work with Humanoid models
For generic rigs, you have to provide the animations and stuff
They are generally good for desktop use, but not great for VR use

warm hollow
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so, reverting this back to the original bone structure
I can add a rotation constraint to MeshHip, which does 80% of the things I want

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my main concern is the second big thing I want to do with this avatar, and that's to make the head rotate independent of the body
I'll grab an example in a bit

silk thorn
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Yeah, you would set the rotation constraint to FakeHead, then it rotates on the axis of the hip, just not sure how that results

warm hollow
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so that constraints works as I expect