#avatar-help
1 messages · Page 48 of 1
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?
likely yes
yeah most avatar creators have quest specific builds
if you generated an impostor, but didnt upload a quest vesion, thats what they see
I did neither
then they will see a fallback
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?
sometimes impostors generate automatically
yes, you need to switch it to android and attach the same avatar id
That's what I was thinking but wanted to see if maybe I botched something somewhere
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
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)
huh that's odd
Double hmm, Android is greyed out in the Unity Build Settings (Ctrl+Shift+B)
maybe try adding the android package again, but manually.
I just did, no dice
That's what I did, but I think I might've done a stupid
Can you check unity installation path in vcc?
I found out my issue
what was it? in case somebody else has that problem
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
why are the animations like... not playing, is on_enter too fast for unity animations?
I did not understand what that is but good for you to make it work.
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?
If you are talking about a contact being set to OnEnter, then that is quite fast. It only activates for 1 single frame
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
yeah i know but i need the velocity detection
set exit time to 1 for return
You'd have to look for the AFK section in the action controller
There are several animation states, where you'd have to replace the animation.
The square shaped states are just that.. normal states
However, the diamond shaped states are sub-state machines, which contains more states
So you'll have to navigate those to find the AFK section
i have that
it just doesnt detect the frame perfect bool changes
show layer
well for test mute transitions back to idle
yeah it wont activate at all
bools be too fast
they really need to add it so you can disable the on-enter being 0 when not above the velocity
theyre not, one frame is plenty
why is the transition so horribly inconsistent
its like im rolling a dice but i have 10% chance of making it through the transition
ik ive posted this lad here before but i did edits on the eyes and im pretty happy with him now
woops
wrong chann

Yeah I noticed that. There seems to be miles and miles of folders now.
As a matter of fact, I may just remove gogoloco from it. It was gonna be a private avatar anyways, and I already have FBT so…
GoGo is still helpful for enabling / disabling loco animations, if you want to do that for ex.
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 :)
@timber wharf look how slow the animator detects the bool, no wonder on_enter isnt working
Find something that you haven't done before
New creature + new theme?
They will always transition if the transition is actually even seen to begin with
Even if its 1 frame itll still transition
then why when i slap the ball nothing happens
i understand that "it should work" but it clearly isnt
Can someone give me the link to the vrm importer if you have it
Does anyone know how to solve it? the avatar has his head screwed up and his arms up in the air
for blender or unity?
well, I can drop both
blender https://vrm-addon-for-blender.info/en/
unity https://github.com/vrm-c/UniVRM
Thank you
my poiyomi shader with audiolink disappears
Are you sure it didn't get moved somewhere else?
well its working once i re-import the audiolink prefab and detach the sphere
The audiolink object got moved somewhere else so your sphere went with it because it was audiolink child object.
The warning in transform component suggested it got moved.
I'm explaining what actually happened and why your solution worked.
oh lol
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?
Depends on the creator of the model and if the focus of the photo is mainly on said model
you could always just crop/edit the image (maybe with blur on the face atleast?) if you're worried
how do I make an avatar invisible in the mirrors?
Use shader that has an option relates to VRC Mirror.
do poiyomi or liltoon have this option?
Poiyomi do. Can't remember about lil
thank you, found it!
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
Physbones don't seem to play nicely with bone chains that are too long
You could try higher values, but I don't think it would work as well as having fewer bones
Aww, I see. Wish there was a setting to ignore every second bone in the chain
Yeah, sadly that's not a thing :
You gotta fix the bone chain in Blender
Damn, well, thanks anyway!
No problemo
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?
how doe sphysbones angle limit work? Everytime I mess with it, it feels like it fdoes nothing.
tryna prevent tail and hair from clipping during movement
the collider method is the only real way of doing this.
anyways to maximize speed?
or suggestions?
... I kinda figured my answer was pretty clear?
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?
You definitely clarifed that the colliders were the only way to do that, but I was following up and asking if there was a way to use them that works the best.
For some reason, the avatars that I upload are just floating below me.
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?
what about gogo loco doesn't work how you want it to?
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
You also have to constantly open a radial menu
oh so setup whatever triggers you want
I actually have mine triggering on when I do a T-pose and make fist gestures
you can modify gogo's animators to work how you want it to. would be easier than doing it from scratch
i do not use vrcfury for trigger, vrcfury tends to cause a lot of headaches
triggers*
nobody said fury here.
I was told gogoloco was installed using vrcfury
ive only ever used avatars with gogoloco on them
sure, you can if you want. I install it manually.
i never use fury for gogoloco
not set up my own
i just got it from the gumroad and add the animators manually
at this point I just strip it down to only the flight part
but anyway, how do you want this setup?
Im looking to construct it like a boost forward via hand gesture
which ive done with my own very basic set up, but I was looking for more forward momentum
so i can easily toggle between flight and no flight in the moment
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
I dont want flight mode to be an always on thing
i will tear into gogo loco and see how it functions then
you can't do a boost without being on a collider
hmm I guess technically that'd work if you left it on
So i gesture, angled cube collider appears from floor to waist height, upon release it launches me forward by being pushed out of cube
so basically i briefly toggle on a cube collider and it acts like im getting pushed through a plane
and It launches me
Basically but you have to jump to be affected by it
Its a single animation frame
the collider isnt moving, its pushing me out of its bounds
I'm referring to gogo loco
how do i add gogoloco to a avatar? 😭
did you read the documentation?
i will take a look at gogoloco, but my understanding you are always off the ground
add gogo's animators to your playable layers
when flying you're always on a collider but it's not necessarily off the ground
ya i add it to the left but it doesnt show up in the meun
you have to add the submenu to your menu
you can just use the vrc fury prefab, if that works better for you
how do i do that? 😭
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
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
maybe google a bit more about avatar creation and watch some tutorials
that's usually a side-effect error, post the first 2-3 error messages here.
It's about the best you can do really
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)
what like this stuff
these error messages?
was hoping there was a way to slingshot yourself forward with a 1 frame animation after jumping. While I can do that i just want more speed
idk if i can even upload it im on a mac
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?
the first 2-3 in your console, at the top.
should be able to
Sorry that video was broken
its the same error
those are the very first (top) errors? there is nothing more above?
nope
just that error
did you try restarting unity?
you can't use the latest VRC SDK on 2019... I'd just upgrade.
so can i use a 2019 avi on 2022?
can i use older sdk
older than...?
did i just spend 75 dollars on something i cant upload
oh - yes, but I don't see a good reason to.
okkkkkkkkkkk
so just restart my pc
or unity
just like task manager it out right?
I don't use Windows, can't help you there, but I meant close and re-open Unity.
yes
colliders push your avatar when it's not grounded (aka when you jump or fall.) If by cloth physics you mean cloth simulation, i would suggest using physbones instead because they have better performance
thanksssssssssssss
I understand the optimization yes however the specific look I'm going for requires the train to fall and swish on the ground something that only cloth physics can really do
For example
unity cloth physics is pretty janky and seriously unperformant
cloth is local, what you see 100% not what others do
physbone can easy interact with 'ground'
wouldnt mind some better stuff for skirts'n stuff but we dont got it, cause long ones are a pain
I'd love to have Magica Cloth
assuming anyone else even shows the avatar that's giving them 3 fps 
Right but everyone does see me turn into a beyblade when I run over a bump lol
My models are actually not heavy at all even with the cloth physics
for you maybe
'doesnt lag for me' bad excuse , you affect others and everyone else in room add up
reason why its limits are very low
Hello!! Im new here
Bro all I asked was for help with a floor collider why are y'all on me for how I do my phisics
seen so many cloths just stuck on avatar colliders , turn away and back they flail around cause bounding boxes
because we're trying to tell you what works well and what doesn't
because the way you're doing physics is also causing the issue that you asked about
using unity colliders in vrchat doesn't work well on avatars
Does anyone want to help me with making an avatar
enable colliders and move around you see they lag behind your avatar
'bleh'
So ust fuck the floor collider completely
floor collider is different cause its infinite , its those capsules
||thulen already mentioned that physbones can interact with the 'ground'|| *i probably misunderstood the statement lmao
yeah actually this conversation is probably heading towards a level of avatar creation that's gonna go right over my head. I'm out ✌️
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?
I'm not sure I understand the "issue"
The issue is. I'm trying to look for an application that is capable of making the goal happen
yes, I get that, but what is the goal?
making the avi have a flip book or a side scrolling of images to be displayed so it could be selected independently.
what do i do?
ahh. Sure, Poiyomi shader can do flipbooks
Alright
help why has the texture gone weird in unity
It isn't about texture, rather it's surface normals. Try enable lagacy blendshape normals for the fbx file.
also make sure you're using the right normals file, and it's OpenGL format
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.
that page host stolen content and ripped stuff, dont expect help with those here
have this error, i dont use vrchats own ones, but the unity ones, as most tools still use
i checked my model 4 times
there is no VRCParentConstraints on it
wut does this mean?
The first layer in the gesture animator needs a mask
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
yea...which layer
cause the first one is all hands
nvm got it
CC claims that this avatar does not have animator, despite the rig being humanoid + adding "animator" component the avi already containing one 🙃
Is the animator on the root though
^
it might not be - idk how I put it there
it's a premade base
Well, thats where the sdk will look bc it belongs there
I honestly don't know what I'm suppose to do here
Easiest would be if you find the animator and screenshot the whole view. Dont crop it, we need to see its location
Unless you want tedious text explanations
this one?
alright - that fix that problem. Thank you!
Anyone knows how can i upload my same avatar but not update the version?
pretty sure you can't, why would you need to?
Im trying to do some pretty big changes but i dont want to save it on that same version
Detach the blueprint id in the pipeline manager component under the avatar descriptor
I misunderstood what you were after
Mhm Tysm Both!! x3
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 ;;
maybe show your physbone settings?
Thatd help
gotcha! one sec
these are the current settings im using, and heres the settings it suggests:
⬇️ came with the asset
grabbing and poses were turned off at suggestion of another user
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
I got hit with one of these. Does anybody know how to fix this?
Why is the bone/physbone not working properly
need more bones for it to be humanoid , (ignore eye and fingerbones)
you can have bones without weight
you can, you just need to make more bones. You don't have to weight them, yeah.
OHHH
does it need finger bones
oh
i didnt read ut
it
add end point position (on y), set multi child type to average (or something other than ignore)
I did it is set as average in the pic I sent
But it still doesnt look right
And idk why the root is showing up as a physbone
I dont think any other root has done rthat before
because the multichild type is set the average, the root becomed a physbone too
i don't think you can ignore the root bone either, because it would ignore every child of that 😦
if you want to restructure the bone hierarchy, then it would be a blender problem
Should i? Idk how I can make this work
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.
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
I really just want to figure out how to fix it withuot having to do loopholes
Idk why its not working either
is seems the second bone is indeed there, but just angled differently than in blender
wait, i get it. its end point is being placed between the earrings
it's not impossible
remember that you have to configure the mapping after importing it into unity
i think i found one of my issues, how do i change the bounding boxes on this? they should be set up correctly on unity's side.
hi !! does anyone know why my model is moving into the ground like this ? :( its happening in game just like this
if it's at 0,0,0 in Unity then the origin point of the model must not be at the model's feet, which you'll have to fix in Blender or similar
is this the origin point ? if so then its where i usually place it (just a little below the feet bc if any higher my models feet appear in the ground)
yeah that ought to be right then. Got any un-applied transforms?
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.
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
my dot might be pink is that it ?
probably that
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
honestly I think it should work fine as it is
hey, is making an avatar prop that other players can grab as simple as setting up contacts to detect the fist gesture?
or would there be something more that i'd have to do to have another player grab it?
unfortunately you can't detect other user's gestures
you can't detect other people's gestures
other players can grab physbones, so props that can be used by other players usually use that
Does anybody have the emo emo bunny, boy avatar?
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
rigid bodies on avatars are pretty janky - there are a few prefabs that have worked around some of the issues and made item systems, such as https://github.com/sophia1000/Sophias-item-and-weapon-pickup-systems-for-vrchat
yeah i don't know how well physbones actually work for this either, i dont know if other users can even rotate the prop properly with that kind of system, but i've also never set one up like that myself
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
if you really want to try rigid body stuff, VRLabs has a prefab you could try out
yep, that's the one I was thinking of
my brain just isn't smart enough to dissect them both and put what i like about both of them together
i'd love for the physics to work like the VRLabs one, but it does not let other players pick up the object
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
yep, I haven't seen one that gets you both rigid body physics and pickup
i accidently flipped my keyboard over
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.
yeah... i have a habit of trying to make quest compatible systems
i realized it probably isn't what you'd want for your avatar
it's a good habit tbh
i'm so used to quest i also just think of ways to make stuff quest compatible all the time
also cause i just don't know how to use rigidbodies period Dx
I mean, i would like anything that works, but wanted to see if i could be a little more independent first, though it seems i've also just defeated the whole purpose of that by downloading things off of github soooooo
i download a lot of things off github/gumroad to at least see how they work
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
nice, that works well
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.)
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)
though that would leave the rigid body in some random location so idk
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
This is what i'm looking at
There's also an empty game object called "Throw Target" that's parented to my hands
*hand
I've tried putting a physbone on couple of these (can't even remember which ones anymore) but what would be your first instinct
mine is just the first object that's parented to the rigid, so force particle
i would try to put a physbone in an emtpy that's parented to the container, maybe
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
well, this is interesting the collider won't show when i change it's size
oh, none of my contacts anywhere are showing up and pressing that globe thing isn't fixing it either
yeah if it's on a single empty it has no length by default, you can set the endpoint position though
on the physbone i mean
I see, i'll do that though would you know why nothing else is showing?
well it does show after i enter playmode
and it's just fixed now
or not
there we are, collider has been setup
does the rest of this all seem in order?
probably, though i'm not 100% sure on what the next steps would be
All avatar contacts broke and also I cant touch other people. If I change avatar to other one it will work.
Huh, I did just find this https://justsleightly.gumroad.com/l/ThrowaBall
It says it can be picked up by other players too!
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
I might have to spend the $7 on that
probably have to extract the materials from the fbx (i don't remember how to do that off the top of my head)
ill just duplicate the materials
nice now im white
ok fixed it again
chat im i cooked 😭
make sure everything is parented correctly in blender (and name your bones!)
i SUCK at using blender
😭
i only exported the model and it came out like this
and i put it in unity ofc
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
Yeah lol this is what happened
you need to parent the bones properly
i dont think thats all 😭
WHAT!!
if there's key bones missing, you will need to add them too
okay but what do i do about the missing stuff and it being white
that's texture missing
i learned blender by watching character modeling courses on youtube, and advanced rigs require advanced knowledge of blender to edit
you need to export it from blender
sigh chat i may be cooked
likely the reason the hands aren't parented already in because they were being used in an IK rig
i learned by searching for tutorials for specific issues i had
uhm actually im on pc so i have a question about those rigs and IK stuff
and i dont have a vr
so yeah
an IK rig in blender, which isn't something that can be directly imported into unity as a humanoid model
do i just cry now or what..
learn blender 💯
or if you want an easy out use metarig
what is metarig
but it's easy for beginners
literally what i just said
you could actually bother to google it 😐
the issue that you're having isn't that hard to solve, you just need to want to solve it
wait nvm
im too lazy and its getting dark and im starting to feel eepy
sigh
i'll try and i'll tell chat the results
actually i think mixamo is what i meant to say instead of metarig 😅
i dont use either
i'll try mixamo and i'll tell you the results
Everything looks fine in unity, but after uploading, my head is gone and my body floats a few meters below me.
bro how is everything so smooth 😭
I would lag tryna do that
?
i don't even know how one gets unity to work with a headset
I sent a video
like, the eye point of your avatar
delete any armatures or curves from the blender file maybe
sigh do i really gotta go in blender AGAIN!!
i'll open up blender and ill show you how its rigged
Anyone know how to fix this in blender?
whats the issue
I sent a video, its like my head is in control of my body from the neck down, but thinks my head is much lower than it is
My circle isn't circular I don't know what to do to make the body normal to fix :((
It's throwing off rim lighting and stuff
Same with the head
that's why i said to check your avatars view point. The view point is where your headset is located, the point from which you're seeing. If the viewpoint somehow got moved really high up, it could cause the body to go down like that.
Check your eye point in unity
you may need to apply the scale (of everything in the scene)
idk what more could be done than that
100% IK based limbs
How do I?
Lmao
a to select all and crtl+a
Yuh
is this a good or bad thing
I applied scale doesn't seem to work
Transforms did doh
similar issue with the face, you won't be able to get facial animations like eye blink or visemes (easily) without blendshapes
explain in cat terms im too dumb
should i remove them
it means you will have to learn how to reparent the bones to make it forward kinematics
Oh, do I gotta like keep adjusting that until it gets right or is there any way to visualize it?
what
these terms are killing me
it means you'd have to add blendshapes for the face yourself if you want facial animations (meow)
learn 3d modeling 😼💯
so should i remove the rigging in the face
that will break the rig probably unless you know how to fix it after
it's visualized by the ball in the middle of my screen. You need to get it in between your eyes. If you set the coordinates to 0, 0, 0 it will be at world origin so you can easily locate it
Oh shoot
okay should i NOT remove them
Your a life saver@raven orbit
Thx
glad it worked
you can moving it by typing numbers or moving it manually
guh
which ones should i remove..
or should i just let them
all
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
parent the feet to the legs and the hands to the arms
learn 3d modeling 😼💯
sigh maybe another day
my kriptonite
learning..
okay i skipped half of the video
this is too hard for me
can't help you then
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.
i need to lock in
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.
if it's transparent it is not going to work, as quest doesn't support transparency
A couple of good references here
so is there a way to take it out or get the eyes to work at all
do they work with other shaders? like pc ones
the eyes are not transparent. The gloss part is I took the gloss off.
still showing they are white
hmm
what shader on pc? it's possible the eyes were not included in the base texture but as a decal
i'm not sure then
I used poi
click on the mesh instead of the bones.
how do i click on the mesh
you need to click off of the armature in the hierarchy and select the body instead
with your mouse/???
with your left mouse button?
okay sure but when i click on the body
it just selects the rig..!!
bones
yeah
how do i know if im in object mode
left upper corner
okay, try clicking anywhere else
to deselect the bone
and try again
or simply click the mesh in the hierarchy
i think it's possible for selection on an object to be disabled (if what you downloaded was a blend file)
i AM
yes i downloaded a blend file
that's the first time i hear of that huh
they likely disabled selection on the mesh to make it easier to animate
okay so im just cooked
it used to be a lot easier to do in 2.7
!?!?
how do i enable it
up there btw
i think
there is no arrow for me
you changed the viewport shading from wireframe to material preview
i showed how to enable it in the first image :>
is that bad or good
sure can
awesome
okay so what now
idk, you asked how to select the mesh, so i helped
i'm not sure why you wanted to select it
no, you're not, you're learning
i'm assuming you need to position them properly, but maybe Neiryl knows more, i've never fixed a ik rig before
@raven orbit rise up
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
okay this is ALOT to take in
The bones you can delete are likely IK's or pole targets
it is
okay so pose mode is not appearing for me now
I don't know how else to describe it, sorry
you need to select the armature I think
sorry i misspelled a word in here, i meant bone not pose
sigh
how do i ENABLE
guh!!
pose ### mode ###
.
i love when
this discord thingy isnt working
sigh!!
idk if the big text works here
-# small text does though
same way as object mode
select pose mode and do what Neiryl said
check the bones, delete the ones that don't move anything
how do i move them?
stupid question
i'll just check it in youtube..
ok nvm how do i move them
👍
big thumbs
Have you ever fixed this issue? i'm having the same exact issue
You eill be very good at thumbs ups
Did you set the slider as an animatable slider?
@raven orbit what do u think of this
tail is also working
erm is this supposed to happen?
if you learn how to use animator logic in unity you can make expressions that way i guess
the ik modifier is still there
learn blender 😼💯👍
im cooked
sigh
help
does this count as moving!?!?
gulp
why is it selecting the 2 arms instead of the one i pressed
good god the hips are upsidedown
your'e gonna have to parent the spine to the hips and unparent the hips from the bone sticking out the front
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
Meow?
explain in terms that i CAN understand :D
imagine describing walking without using the word 'walking'
what
exactly
help me
My head hurts.
i dont even remember the exact steps or hotkeys to tell you what to do
welp
I don't either. And I don't know if I still even have unity on my PC-
what now chat..!!
✨Magic✨
i cant use magic
if i could i would
im going to do this tomorrow..
see ya later chat
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? 
maybe the default in parameters is set to off?
huh
if there's no hair off animation, then I don't think that's it
Is that a completely separate hair mesh?

yes
its because im using it on another hair to save on poly count
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)
Yeee I found it!
It was an animation recorded by accident smh 
tysm for the help!
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
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
anyone know how to get msfx
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
if you want outlines on quest u gotta do it in blender
outlines are heavy, cant do on quet
but if ur using poiyomi for outlines then it won't work on quest
i do them all the time
fliping normals in blender by duping the mesh?
yup
oof
and all my avis stay intact and work like charms
yep
remove the controller on the top level parent
ty
Ah
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.
so im trying to upload the same avi and they uploaded as 2 seperate things, how can i make it one thing
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.
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
Nevermind, I realized I had an unapplied modifier
If its pc/quest upload the PC version normally, switch to android mode then upload to quest using the same blueprint id
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
i have a seperate one for pc and then i upload pc on the windows selection
Yeah, you can add some bones that don't actually control the mesh (and tell Unity that these are the real humanoid bones), then use constraints to make the neck rotate
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
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
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
Does putting the viewpoint much higher change the behavior at all?
Also, you should try switching between arm-span and height measurement
notably, it shows a really weirdly proportioned model in the example
so if i were to move the viewpoint up here, you reckon?
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
Why are the eyes transparent? The normals are fine and they have no modifiers on them.
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
What is different about it? I can try
The piercings?
I think gogoloco uses Animator Temporary Pose Space (https://creators.vrchat.com/avatars/state-behaviors#animator-temporary-pose-space) for this, not sure specifically how it works though
So im assuming that then just changing hip pos wouldnt work then?
no
because that wouldn't be able to change your viewpoint (without the state behavior from above)
Thank you
@raven orbit i just got a motivation boost should i try to fix my model or what
sure
won't be around to answer every question rn though
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
anyone know how I can recreate the shading with this sprite here with mochis shader (or any other good shader)
Anyone know why the weightpaint for the heels doesn't work in Unity?
wrong object parenting? Missing armature modifier in blender? hard to judge without knowing more, like how they're attached to the avatar
Like in this pic
are we talking about legs here or shoes?
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
right so I was asking about how the shoes are attached and you started talking about legs
seems so
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?
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
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?
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
if you want it saved you'd have to bake it
Like a decal? You can do that in the node editor in the shading tab. But if your goal is Unity, doing it in blender isn't that useful
Oh snap so what do I do then?
do it in Unity with a shader that does decals
Hold on lemme show you what I'm trying to do
so when i changed my version (because i had to) the sdk stuff stopped working
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
what version of unity (should be 2022.3.22f1) and SDK (should be latest, I think 3.7.5?) do you have?
i have 2022.3.22f1
@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.
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.
there are alternatives, but IMO it's worth the price
Imma need like a step-by-step tutorial on the shading thing if I have a shot at doing this the right way
i should probably sleep
this would be easy enough in blender imo
yep
I would just use photoshop
||no one said to buy substance||
and warp the text
using photoshop, you'll have to - yeah warp the text yourself
this is a good option as well, i use photoshop a lot for textures
I will try for you
i straighten my uvs so i dont have to warp stuff 😼
this is the way
How big is the og texture
4096
Yeah I gotchu
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!".
is there any way to make it so physbones arent so jittery?
decrease spring, increase immobile, basically play around with the settings
it doesnt seem like im allowed to change the way it accelerates
only like
the limits
feel free to show the physbone component
that's quite a lot of spring
the like jitteryness doesnt go down when i turn down spring and turn up immobile it just limits it
this avatar of mine I have open seems to be using advanced for hair, with pull at .557, momentum .04, and stiffness .85.
oh wait that worked
oh cool
thanks lol
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
I find them easier to get not jittery than dynamic bones
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
hahahaha I did exactly that, at exactly that time
i think i know what i needed to do. i needed to use vrchat creator companion, update that and change the version? still waiting/working on that, has to migrate over
I've since used it on Chillout, but there you also have Magica Cloth...
it can be an easy way
Yummy constraints.. I think I need a little more insight into getting this set up ^^""
Creator Companion is the way to go for sure
It handles everything for you with installing Unity correctly
Can you grab that?
ah I don't think so, no - good point
Always curious about different cloth implementations
Magica is amazing
Cloth is interesting, but it's like.. novelty for the most part at this point I feel like
I hate that you can't make skirts and coats and other flowing clothing really work well without a lot of pain 😦
Skirts are a pain in general
yep
The best you can do if you want cloth is to combine physbones and cloth (if you can do that)
unity cloth kinda sucks
But that gets expensive really fast
and that, yep
If you want to see the best skirt I have found so far, check this avatar out at some point: https://yoyogi-mori.booth.pm/items/3067603
You can find it in a search world by looking for "Undone Kittens"
That is something to strive for
Just... don't look at the avatar's price x)
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
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)
You have to fight so hard to clip the legs though it.. it's amazing
Friend took it as a challenge, and it took them like 2 minutes of flailing their legs around to get it to clip once lmao
It's awesome
very nice!
I got asked to make a sundress for someone and it's not been a fun project
I love big skirts, but I must pay the price hehe
Do those constraints use a source that's a child of the object with the constraints
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)
For nice flowing, I feel like it takes roughly 18 bones, 6 clusters of 3. I honestly hated weight painting until I worked on my wife's avatar, and it finally clicked.
hmm that's probably a pretty good plan
Honestly, if you can afford more
one of these days I'll get back to that project
8 clusters of 3 is king
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
I'm having a problem where I can't interact with my avatar or other people (It works when I equip other avatar)
check your VRC descriptor
make sure it has all the appropriate contacts listed and identified properly
There are default ones for hands what not, sometimes it acts all goofy
uses the humanoid rig for setting it up
What's the difference between "Saved" and "Synced" when it comes to parameters?
saved = will remember the next time you spawn
synced = other players will see the change you make in game
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
yes
Where is the humanoid thing?
Hence why they won't be part of param limit, so if you see unusually small amount of params, make sure you check to see if things are sync'd
It's the fbx, you probably won't need to worry about that unless you see errors.
Can I dm you just in case if you could help
I mean you can, but there are others here with more knowledge than I.
You're atleast smarter than me 😎
im thinking a Rotation constraint is not for me then
any Ideas? Ideally I'd want the mesh's body to tilt up and down when the player looks up and down, and side to side when the player tilts side to side, but not rotate when the player rotates their head. The head mesh is already configured to rotate when the player's head rotates
trying an aim constraint which sources the player's head, but I have my doubts that that'd work ideally for my needs?
plus it'll cause the whole body to flip backwards if the head goes forwards
Make sure you're not using constraints on body rig.
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?
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.
MeshHip has the main body mesh, and MeshHead is the head mesh
It's not based on that.
aah, I see?
oh, this is all one single armature, so MeshHip, MeshNeck, and MeshHead are all bones
Which I'm assuming is what you bind the mesh to, and the body armature is phantom?
yes indeed
the red is weighted to the mesh itself
so MeshHead would be made into a jaw flap, and MeshNeck is what controls the rotation of the head
And you want the whole body to move like it's the head no?
You're saying when you look down, the body would tilt back?
so when looking down, the body and head would tilt down
So imagine the body is part of the head, and parent it to the head
thing is, you wont see it because VRC scales head bone to 0
which scales everything parented to it to 0
I have VRC headchop configured already, all I should be able to see are the hands and legs
would that change anything of the process?
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
Honestly, I would just parent the bones to FakeHead then
MeshNeck already has a rotation constraint for that that works
so parent MeshHip and MeshNeck to MeshHead?
No
Relations // Parent "FakeHead" for MeshHip
The rest are fine as is
Then everything moving with Meshhip/MeshNeck/MeshHead will move with player head movement like what you're asking
just realizing i misread that
so the hierarchy should look like this then?
Yup
I recommend avoiding constraints whenever you can, as it is usually not needed.
I only recommend using it when you're referencing multiple game objects, say swapping hat from head to hand.
do i need to recreate the rig in unity?
Eh, it'll mess up the prefab, but doesn't take much to swap over
I think you could just manually move it in unity, but IDK if it'll break
Probably wont because I think of it as clothing bones added to body.
seems to break my animations, which isnt that big of a deal imho (I only have custom blinking animations)
You would need to change the address of the gameobjects in the anim
You just have to add 'Spine/Chest/FakeNeck/FakeHead' before the game object
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
Did you update the fbx?
So you mean like it tilts back and forth based on the hip?
that's what's shown on the image, and was why I wanted to use some sort of constraint to mimic the rotation of FakeHead
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
which I'd fear would make an.. interesting skeletal structure
by then I'd be more concerned about learning to use a generic rig + animator
Yeah, then I guess that would be a rotation constraint
I don't think VRC supports generic rig
VRC needs to reference a humanoid rig
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
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
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
Yeah, you would set the rotation constraint to FakeHead, then it rotates on the axis of the hip, just not sure how that results
so that constraints works as I expect