#avatar-help
1 messages · Page 49 of 1
should the head move left/right, I don't want the body to move, instead I want the head to move on that Y axis until the whole body has to turn
right now, the whole body turns on the Y axis
Does anyone have an easy solution to removing Gogoloco or such from avatars? Since i am pc vr and fbt, i dont have use for it and many of the avatars i upload is too large as a quest avatar.
with this constraint on MeshNeck, I get what I wanted to achieve
Although I have the constraint on MeshHip disabled for this
enabling both, the body takes priority and both parts will rotate equally
because the body is the parent
that checks out from what I'm seeing
I wanted to try disabling just that one axis for the body, but that seems to have adverse effects on the whole rig
I do love unique rigs
It's perfect
I've been gone for too long, I'd have to test constraints to remember, but I figured 2 rotation constraints would work
one thing I see of interest are the weighting options, but that'd lessen the initial effected I wanted to get
by how much is really left up to trial and error
and figuring out which of the two sliders is such as well
I think its safe to assume I should change the first weight slider, the one under Sources is likely to change weights between multiple sources
Weight just adjusts how much it effects it, meaning if it was driving the body to move too much you would want to dampen
lowering the weight of the constraint for MeshHip seems to have the effect I'm looking for, though
just to a much lesser extent of the overall goal
so the body would still turn, but not as much as the head
but still rotates on the other axes just fine
..oh you can live edit the weights??
I think that works better tbh
For constraints? Yes. You can animate them if you want
i think setting the weight to 0.35 has what I'm looking for
I'm pretty exhausted, it's getting late. It's looking pretty good and I hope you get your ideal outcome. Wish you the best.
do you have toggles you need to have working? if not, just delete gogo loco components from the inspector, if yes, delete the gogo and you will need to recreate the toggles.
I found a way, i started up by deleting the whole folder, that didnt work, then i deleted all the parameters and the gogoloco from the menu itself and that somehow worked, so i can officially say my avatar is quest compatible again.
If it is installed with VRCFury, then you just have to delete the GoGo prefab form the hierarchy of the avi
If it is installed manually, then you can just remove the following layers: Base, Action, Additive, Gesture, Sitting, Tpose
Then you can remove the parameters from your parameter list, that start with Go/
And you can remove the GoGo menu from your menu
It was installed with vrcfury.
yeah, that was a way to do it too. It was actually easier then what I came up with
Then that's pretty easy to remove
I mean i just tried something, it was stuck in the vrcfury menu, so i was like how the F can i do this, and it gave me the error with the parameters was missing of all the go/ things and i just went in and reset them, removing everything they did lol. Gotta test it later if its messed up or not
Hopefully things will still work out as expected
I am hoping, will have my friends go and see how it looks for them, i found it so useless to actually have when the avatar's size is too big as quest and im a fbt user so gogoloco isnt gonna get used
is there a way I can view my bones ingame? I'm noticing only the MeshHead constraint is working in VR while the MeshHip constraint doesn't work ingame at all
it apparently works when i put it through GestureManager, is that unreliable for testing?
Since when was the file size limit 10MB for PC?
It is not. You might be trying to build for Quest
Unity got confused. Restart unity once.
Av3 Manager is more accurate for in-game results, but Gesture Manager should be fine for this
There is no way to view the bones themselves in the game
Best you can do is add meshes that represent the bones
But ofc you'd have to set up the material to render in front of your body mesh or else the bone meshes will not really be visible
how do u set standard lite material in easyquestswitch again
or whatever it is you set for quest
oh you have to toggle hidden
Sadly not familiar with Easy Quest Switch
i'm a noob in general
broken shader probably
this didnt happen when i tested with gesture manager 🫠
Are you using the newest version of Av3?
And also.. do you have VRCFury in the project?
I have a question for someone who has experience in converting VRC avatars to VRM. I have the models all good and working but I'm trying to pose the model and thats also working- I just don't know how to export??
I cannot export the avatar if it is not in T-Pose so how am I supposed to send the posed VRM to someone if I cannot export it??
Who do I need to talk to… to report something?
Yes I do have VRCFury installed, will that break Av3E?
it didnt happen the first time I tested this though, weirdly enough. I had Av3E on all the way until I made my first upload, then removed it because it crashed Quest compiling
Thanks
Nah, it doesn't break Av3 Emulator, but there was a bug with the not-newest version of Av3, where VRCF avatars became invisible in play mode
I see.. do I need to update VRCF as well?
It's even weirder because it was working yesterday
You could try
Though I have never seen this issue personally
I just read in the changelog that they recently addressed this issue
alright, i think i figured out the issue?
i mean, not with av3e, but with my constraints
having these two don't seem to play nice with each other
so im probably gonna say its safe to assume i can only have one of each kind of constraint, see how that acts out
this setup looks like it works in gesture manager, now to check ingame
it works on desktop..
it works in vr!
Yeah no, you should not have 2 on 1 object
You can't even have 2 of the Unity constraint variant
Glad you got it working though ^^
Yo guy when I remove the bone rig on my Roblox vrchat character and put the animation thing to my character well it move like normal vrchat character but Roblox r6 animation?
an avatar needs a rig to be moved
Hey, Im new to avatar creation and was wondering if anyone could help me with this problem im having. I cant look left or right and I cant move. My camera is also stuck in the stomach of the avatar. Any help is appreciated.
Make sure you have gizmos enabled
When selecting your avatar, a little ball should be visible
This is where your character will see from
Set the viewpoint on the X to 0, unless your avatar is slightly offset like that ig
You want to move the Y higher, being between the 2 eyes
Adjust the Z in a way where the ball goes inside of the head, being between the 2 eyes
Ok, I adjusted the view position to where its between the eyes but there are two white orbs/balls. What do I do about the second one?
There should only be 1
When you hit edit next to the view position fields, it should have a movement gizmo next to it
Ok
If you press the Edit, do both of them get movement gizmos?
I was able to adjust both before :/
when i change the numbers on the veiw position, the one inside the head moves
and yes, they do
What the heck..?
Idk bro🥲
You wouldn't happen to have 2 descriptors, right?
turns out, i do. Whoops
Oh.. mystery solved lmao
lmaooooo
Im uploading it to test now
It's a miracle that you could upload with 2 descriptors
yeah lol
@fallow gulch, So it let me move the head and walk for a second before locking in place and doing the same thing as before. The veiw point is correct though
Hmm.. maybe your avatar has a lock system on it...?
Glad that the view point is good though
Is there a way i can view that?
You can see it in your FX controller probably
Ok, I have to go because school but I would love if you could help me out later too. thats if you dont mind of course
Ye, I might be around, but others might be too. Sure that people will help to sort this out
Yeah, thanks for all the help by the way
what even is this it just started out of nowhere???
Check your animation controller
Somethings missing there it seems
Clear the console errors, restart Unity, see if anything happens
Make sure your packages are up to date also
Maybe there are some leftover things in the controller, embedded, that Unity didn't like
Prolly
I have also not seen that error before
I think something deleted the default state or transition??
The custom package does that I assume
I don't know if that's even possible
As in.. if you mean something deleted one of the 3: Entry, Exit, Any
No the orange thingy
An in... the first state you put in there, that Entry will go to?
The package broke/is outdated, it logic on the animator but since its like.. broken unity can't see it thus causing a leak. Which in turn produces the last 10 errors about a statemachine missing
Could be...
That's my theory 
fixed
was some undeleted stuff in my fx
Enjoy :P
🫡
"they installed b_'s tool coolection", said my friendo
ohh
Is there a way to switch between quest and pc avatar making it so it won't make a new SDK panel?
Cuz I'm tired of changing all parts in pc so it will fit quest
And so on
What do you mean...?
You can just switch platforms in the SDK build panel
The avatar won't magically change to quest by itself
You have to implement all quest things into him
Oh that is how you meant it
Yes
Well yes, you gotta optimize the avatar for Quest
There are a few tools that can help you in Blender, but also in Unity
For Unity, one of these is d4rk's Optimizer that people like to use for ex.
That's not the problem I'm having 😭
I need 2 avatar's PC and QUEST so they will be connected to the same SDK panel. And when I change to Pc it will show my pc avatar already set-up and when to quest it will show my quest avatar
And ik that it's possible since I saw people doing it
Idk how
But I want to know
Confusion
They just put 2 avatars in the scene
1 for PC, and 1 for Quest
When you want to build for Quest, you disable the PC avi for ex.
When I do that it will make a new SDK panel
I don't want that to happen
But there is also this thing called EasyQuestSwitch, which is what you might be looking for
Not really
I have a quest avatar already done
Same with pc
What do you mean new sdk panel?
When I click the quest avatar the sdk panel will reset
Asking to make a new avatar
Since it thinks I want a new one
Oh so you want to upload the 2 as 1 avatar. A PC and a Quest side
Pipeline ID
Don't know what that is
First you upload the PC avi for ex.
Then you go to the Content Manager, and hit Copy ID
Then you go to the Quest avi, and paste the ID into the Blueprint component
You hit attach
Now you can upload it on Quest too
Np ^^
Will do that after the gym
😎
hi guys trying to turn my avatar into a vrm with physics n stuff but it says that they arent apart of the hierarchy? even though they are
nvm fixed it :p
its like physbone but for vrm models
oh damn, I replied to the wrong one, sorry
What does the animation do, and which animator is it located in?
ok so full body - are you using VRC Animator Tracking Control?
ah you probably need to
I know I've asked before. I'm still having troubles getting this avatar ready for vrchat use. Wanted to know if anyone knew of individuals that take commission, that could help. I apologize for asking again.
you should go to the VRC Traders discord to commission someone, you'll get scammers around here.
Link in #1204490664637890580
careful of the people who are likely to DM you now 🙂
Already had a few @-@
Thank you!!
Worked :D
ugh 😦
I had it after asking for help the other day, so the floodgates already opened
ok, would someone be able to help me make an avatar object that other users can grab?
i'm aware i probably need to use physbones, but outside of that i'm terribly confused, but i figured i'd start with a blank slate
you could use an existing prefab for this:
https://github.com/sophia1000/Sophias-item-and-weapon-pickup-systems-for-vrchat
https://thatfatkidsmom.gumroad.com/l/lxgbv
you know what, you did show that the other day and i completely forgot about the first link you sent, though i'm in this weird situation where i feel as though i need to understand how it works, so i can apply that system to another that collides with the world so i either need to learn how to make things grabbable, or how to add world collision to something
yep, it's a bit complex to do it well
yall think it'd just be more beneficial to move on?
not sure what you mean?
just scrap the idea of having a throwable object that can collide with the world in general
oh I'm not sure what's possible there, I haven't tried to do it, so I don't think I can answer that
like i understand that it's likely very possible to do, just, no ones made ONE thing that does it all, or made a video that makes it digestable in a way i can look into it and understand anything
it's an advanced sort of thing yeah
Someone else told me this sort of thing was possible through VRCFury but i've already installed so many pacakges to this thing and i didn't see anywhere showing that it was
maybe they were referring to the "droppable" component there
otherwise, I don't think fury has much to do with this
(the droppable component is just a world constraint)
Soo, currently trying to take all physbone components/colliders/contacts etc from one version of an avatar and just drag them over to another. I planned for this by making an "Avatar" gameobject with all of these components under it. None of the root transform locations have moved on the new model, but the rig is different for unrelated components such as outfit bones
For some reason, when I make the "Avatar" gameobject a prefab and copy it over to the new model, none of the root transform locations copy over. Is there any way that I could actually make this prefab work so that the root transform locations are easily copied over or do I have to just manually put the location in every time?
pumkin's tools
I completely forgot those exist
But if you have your physbones in a prefab, when you put that on an avatar you'll need to drag the right bones into the root transform slot. This is how I do things.
copying that won't update those to the new avatar's bones
I guess that makes sense. I might stick with manually updating them. If I do keep them in a prefab, then updating one of the settings would affect all avatars still, correct?
Aside from transform slot
yep! That's why I prefab them, so I can have the same settings for all variants and have them automatically updated
Alright, at least my work wasn't wasted in this aspect lol. Just a little bit more effort than I accounted for
yeah you just drag the bones in when you do the initial setup, then forget about it
What is that from?
if it's being removed it's something that isn't allowed to be on an avatar.

huh 😭
Stop being MAD!!!!
anger!
not allowed on the avatar, that's weird, why put a component then like that?
I can just manually attach it then?
you'll need to remove it and switch it for something else
without knowing what it is, I couldn't answer that
idk what that toggle does
so it's probably a utility to attach stuff but which doesn't stick with the avatar
weird that that'd be a component instead of just an editor script, but maybe there's a good reason for it
why not just attach it to the hand??
I'll try again
I'm not sure on how to attach it, do I drag the entire vrcphone into the left hand?
does this not have instructions?
would a normal animation toggle not work?
like shown here at 1:20 for example
https://youtu.be/XqtSg6_W07Y?si=t0WHCsiFOEUsVlG8&t=80
Can you not position it in the correct spot?
It's with vrcfury, so it's set up already, just missing the hand attaching part
ohh vrcfury, my worst enemy
yeah Im just not sure if I drag the entire thing to hand_l
Why the hair flew to other dimension from my avatar?
It does keep jumping
I fixed it ;D
For some reason I had to move it from a group onto my avatar
Ig that will work
👍
Someone plz help me, this is the only thing stopping me from uploading my avi. I have already looked online, and I do not understand coding
I do not know how to fix this
do i need to have my model setup as humanoid before importing to unity?
you need it to have a humanoid armature before going into Unity, if you want it to be humanoid in unity
if that is not the only error, paste the first 2-3, this may be a side-effect message
It is the same thing, just copied 999+ times
oh ick
I'd try restarting Unity, and if that doesn't work, possibly deleting the Library directory at your project root (while unity is closed) may clear that up. It'll rebuild when you open it (may take a while)
I am just gonna be redoing the model.
oh ok, so like i set up the bones to the correct names and get every bone there? or is there a humanoid option there?
you create the bones and do weight painting in Blender, which does include naming them reasonably well
"humanoid" is not really a relevant thing in Blender. When you do the rigging setup in Unity you can choose to setup the avatar as humanoid (which gets you the VRChat IK) or generic (you do everything yourself)
(in most cases you want humanoid)
Can someone help me? I cant move and i cant look left or right. Idk if it something with my rigging but I would appreciate any help given
Not sure, when I finish my vr session I’ll check
I've never seen this before but check if there are any constraints on the head?
It’s not just the head, I can’t move at all
that is really weird yeah
Hi guys
Hi sorry I was wondering if anyone could help me with some issues im having with my model. When I test the model the goggles become massive and when i test it in vrchat the eyes roll up into the head. Help would be most appreciated!
The first sounds like maybe some kind of issue with the default animations? There might be an animation scaling the goggles up by default but I'm not sure, you'd have to investigate your FX Controller. As for the eyes, do the eyes always roll up into the head or only sometimes? If it's only sometimes it might be that you put the wrong blendshapes in the VRC Avatar Descriptor "Eye Look" section. These blendshapes should only affect the mesh around the eyes, not the eye itself.
the eyes only look up and when it comes to them looking around they change relative to the current position
Ah, I think I was actually wrong about the avatar descriptor eye look thing now that I just checked on my avatar. I'm not sure what the problem might be then
i checked the animations in preview and the goggles are displaced in the rough area it is in the image but in preview are still at scale
i didnt quite realise that the goggles were displaced in the image until i saw the preview
Try looking at these previews for the eyes by the way, they might be set too far
ok
ah i forgot to alter the looking straight coords
i think i might have mistook the changing relative bit to just the rotation of the head of the model in vrc
the model's FX are Default non-transform
but thank you for the help with the eyes issue
can confirm the eyes are correct now in vrchat
can someone please make sense of this weird bug me and my friend are having?:
-
I made a follower avatar using Final IK, with a toggle to disable it. It's worked for me and a bunch of other people.
-
My problem is that when I put it on my friend's avatar, it fails to work properly in every world they go to, even the vrchat home
-
Strangely, when I upload it to my account (actual upload, not build & test), it works perfectly fine, even on the worlds my friend had problems on.
-
I've already checked the write defaults, I've checked vrcfury direct-tree & parameter compressor fixes (by disabling them), I've tried updating vrchat on both clients, I've tried reuploading & restarting vrchat to update the avatar, I've tried resetting the avatar, I've tried uploading the avatar again on a different blueprint id.
And nothing has worked to fix it on their end.
Does anyone ahve any ideas on how to fix this?
i think i fixed it
yep I fixed it. the issue i had with scaling of the goggles was these
Does anyone know how to get the world coordinates as parameters on a VRC avatar?
still trying to figure this out if anyone could help me
i cant figure out what's wrong here i have a crown rotate animation passively on and it works till i use gesture controller then it freezes IN place and just static iv checked my controller and nothing in there looks like it cause it
I had this problem before- I can't remember how I fixed it. . . please help!!
^ the wrists
anyone know why i cant add a viewpoint to my avi?
did you add the avatar descriptor?
yea, when i go to edit its position it doesnt even spawn the viewpoint thingy itself
literally nothing happens when i press "edit"
what are the coordinates of the view point?
0, 1.6, 0
make sure gizmos are enabled in the scene tab, and that the avatar is positioned at 0,0,0
if you set it to 0, 0, 0 it will be at world origin so you can easily find it
oh yeah, gizmos too
thank you!
I keep forgetting about them
Hi, im looking for advice about tracking with avatars that have humanoid structure, but unnatural proportions, like this avatar i've been modifying (though also just looking for general advice/strategies for designing avatars with similar proportions as well, not just how to solve my specific issues at the moment) https://daidokoro.booth.pm/items/3775741
I'm using PCVR with a Quest 3S and touch controllers with no additional tracking
Whenever I use this avatar, I have to adjust my arm/height ratio from the default to nearly the minimum value, otherwise my avatar's arms wont reach down to their sides all the way when I do, they just keep their hands pointed forward at their sides (i can go take a screenshot if that helps). When I T-pose with the arm/height ratio at minimum though, they extend their arms outwards all the way before my arms fully have...
Is there a way for me to alter the avatar so that I don't need to set my arm/height ratio to the minimum every time? and is there a way i could adjust it to have my arms accurately extend downwards AND in a t-pose, instead of just one or the other (like i mentioned last paragraph)?
Also, when I do adjust my arm/height ratio to the minimum like that, if I lay down, my view will end up going through the floor and seeing underneath the world. I'm assuming that will just inherently happen with that arm/height ratio when it doesnt match up with my actual arm/height ratio, but is there any way to design avatars with these proportions that WOULD allow me to lay down on the ground and still have my viewpoint and model properly lay on the floor as well?
I'm assuming any method to deal with these issues for similar avatars would have some trade-offs, so i'm very interested about the pros/cons of different solutions. Let me know if theres any additional info i can provide that would help!
would anyone know why my model isnt passing secuirty checks???
No, it isnt a harmful model in any way. I am working on something to sell
1,136 physbones
No ;-; I am just testing out the full version of a model I made
So, what steps can I take to make sure this model uploads
I am fairly certain it is the hair
But I am reopenin the unity project to make sure I didnt fuck something up
hair does not need colliders man
Oh wait no no sorry
bunch up some hair, add phybone controller to the root en-voila
..... you have 1136 arms/legs etc?
I am hoping they didnt just duplicate themselves
other than that, what else can i do to help pass the security check
lets start from the top
reduce polygons
When is it acceptable to drop texture quality to save file size? If I use all 2048 sizes, my avatar is 40mb, but if I use 4096 wherever possible, the size jumps to 120mb. I'm one to ALWAYS use the best quality no matter what, since I don't want my avatars to look bad. But I was just curious how you all decided when it was worth it to cut down on looks to save size.
go to blender, edit mode, vertex mode , select all (A), press M, by distance, increase until >70000 polygons are present (stats in right bottom) or when the model start to look ass
i suggest you look at what texture needs the least amount of quality, scale that one down and make more important pieces bigger
The colliders did in fact duplicate themselves
now I am down to 68
Much better lol
Also thank you for this, I was able to move down some pieces that barely, if at all, had any change from 4096 to 2048. Now my model size on PC is down to 95mb
haha thats a lot better
So, is the texture memory the actual Mb size it loads in game?
it takes images used in materials
I feel like that is just the most obvious answer and I have been oblivious to it
does anyone know how to make new face idle animations?
copy the "vrc_AvatarV3FaceLayer" object in unity
in layers theres a FaceMood layer
you then copy the blendtree
and edit the copied tree to your desire
Can someone help me with this avatar problem this is mostly for the devs or the vr chat mods
i figured out the problem i set the endbone pos too low 😭
@chrome anvil
It did
admins dont usually get involved here
Where do they
I downloaded an avatar on VR chat and it was too big and now every time I get into the game, my game crashes immediately before I can switch my avatar
I would probably just go onto the vrchat website and delete it there
So that when you load into the game, you will just be an error bot
Then you can optimise it again before reuploading
Ok can you send me a vid how to
Step 1: Log into your account on vrchat.com
Step 2: Navigate to "Avatars" on the left hand side (1st screenshot)
Step 3: Under the "Avatars" tab, drop down "My Avatars" (2nd Screenshot)
Step 4: Locate the model in which you are wanting to delete, and click on it
Step 5: Scroll all the way down to the "Dancer Zone" and press "Delete Avatar" (3rd screenshot)
When you log into vrchat again, you SHOULD be in an error bot (which is optimized)
I hope this helps
Thanks
4k is great close up, otherwise it's probably a waste. Especially if we're talking something with toon shading. It's usually not needed.
email vrchat support probably
Ok
If you're on Desktop hold down ESC whilst loading into the game to force your avatar into a error robot, if you're on VR hold both Y and B buttons (Quick Menu buttons)
My game crashes to fast
Holy shit I love you it worked
Thank you so much
Can anyone make me a model of my OC in vr chat? Is h that possible
it's possible that someone can, but if you're wanting to commission someone to actually do it, go to the VRC Traders discord instead, you'll get scammers around here.
Link is in #1204490664637890580
Yeah always go for VRCTraders (#1204506421631393913 message). You're most likely already getting scammers trying to DM you
this is happening to my avatar when I convert it to .vrm, I thought it was a problem of the materials but it seems to be a problem of the fbx, does anyone know how to fix it or why it happens?
the hair becomes transparent when I look at it from an angle other than the back.
Because by default shader only renders polygon frontside. You have to disable backface culling which require shader to support custom culling.
aethos?!?
My avatar says non humanoid but I imported it as humanoid
the model is made by coolbacon on twitter
thx!
Did you check model fbx file rig configuration?
is that the right thing
It has error so it can't setup as humanoid.
how do I fix this
You have to use blender to change object name.
I rename head?
Obviously.
Rename the head mesh, yeah
Chill dude im just trying to get help
hello , can someone help me and tell me how to remove this from the head in easy way ?
Does that sound so offensive?

it could be as simple as selecting faces and 'x' to delete them
ok ok ty
Anyone know how to fix eye normals
Like when u blink the normals look all fucky on the eyelid only
oh, you'd probably have to select the faces and smooth them, or maybe in the normals menu, "reset vectors"
Ok
if you have custom normals from a high->low poly bake, this would clear them though
Ah
trying to do this for the mouth texture so i can animate the lipsync with textures but im not sure how, ive read the av3 documentation but i cant seem to find it
Forgot to send a photo but its this
the eyes
did you mean texture issues or mesh issues?
the eye shading issue
I can't see any normals issues in that shading mode, so that looks like texturing problems to me
its not
you'd have to look at it without the materials to see
oh this part is in unity
...
but ill show u
it would really help a lot if you provided all the details so we don't go trying to fix the wrong problem
still looks like texture problems to me.
i wanna fix the eye issue idk what causes it
image without context - are we in blender now or unity?
okay so in blender look at the model in solid shading mode to see if it looks weird when you move the shape keys
I like using the red clay matcap for this, it shows smoothing problems really well
how do u do that
little view options dropdown up near the view mode selectors, you can pick "matcap" lighting, then click the sphere to pick a different type
ok
im actually confused
did i do it right in blender
nope, but hey, whatever works for you
im confused on how to add matcap im on 3.2
theres a few dropdowns
been the same for a while now - let me see if I can find docs
the upper right has one that says "viewport shading" - it's a teeny down arrow near the little bubbles for view modes
right-hand down arrow
but also use solid mode, you're on material preview mode
(one bubble left)
like this?
seems closer - you can see how the normals look around the eyes now
well now you can see what's happening at least
how do i fix it tho
I'm not really clear on what the problem you're having is, so I don't know, I was just suggesting a way to see the detail better than what you were using
how do i fix this this is unity look at the eyelids
i dont wanna know how to see it better i wanna know how to fix it
yes, you shared this already but I'm not sure I understand what the issue is, other than a texture problem
ok
if you mean how one eye has a line above it and the other is all shaded, I'd be looking at the textures first
but you kept saying normals, so that's why I suggested the matcap view in Blender
Could someone call me and help me figure out how to add a very "specific" asset to my avatar. I am struggling quite a bit to add it and would like some assistance.
I was opening unity on my new pc and when i whent to open a project through vcc a pop up showed before the actual project so i just hit x without reading it and now anytime i create a project its null anyone know how to fix it?
What are all of these green circles? Are these colliders? Am I able to edit them to make them smaller?
Green spheres/capsule are physbone colliders.
Thank you.
It looks like they follow the legs, do you know a general place I could use to navigate to them? I'm not sure how to find them to edit them
It's usually on the bone object it attached too.
im pretty new to modeling in blender how can i fix this bad mouth
it looks decent in blender but when i put it into unity it looks terrible
really need some help 🙏
it's really hard to see what's going on there
i dont know how better to show it
i have no idea whats causing it
ive tried remeshing
i've tried messing with normal fixes
but nothing seems to do anything to it
calculating normals vs. import maybe?
what do you mean
they're settings in the first tab in the inspector for the model file
if there's no blendshape active then it's probably not it
it doesnt seem to be a blendshape issue
so it's not that nobody is helping, it's that nobody who is awake knows how to help
who would even be qualified to help in this situation
i really cant tell if its a unity thing or a blender thing
thats lowres texture. i like to add extra edge loop for lips and move uvs to some dark part of texture instead of relying on pixels
unity compresses texture to 2k by default i believe, while your source is probly 4k but id say source still looks meh
yeah that's a good idea, and it does look a bit like textures
that would make sense
i dont usually check my import settings
although i use cats to export my models
could this be an issue with making atlas maps?
possibly, you'd have to see what that UV island looks like
if it was a mesh issue would the unshaded viewport look the same as the shaded
because the mouth is smooth on the unshaded view
someone help im trying to make a avi for the first time but the head is see through and idk why
@wind stone no, atlasing doesnt change resolution, as i said it is texture compression setting in unity
untick in front
thanks
that's not it, you can see the neck showing through also
possibly one of the settings for that display mode, up at the top-right
they dont seem to have xray toggled
oh hmm, not for material preview mode
it didn't work it was already unchecked
maybe check the material alpha
wheres that
yeah might be the material
go into the shading tab
in edit mode on the mesh select a face on the head and check through the shader settings
are you selecting the right material for the head
it looks like the material you selected is already transparent
you do have a texture plugged into the alpha channel there, so that's probably what's doing it
yeah but i cant see where else they'd plug the texture in
?
i have it left how it was when i put it in
unplug the texture thats plugged into the alpha
take the alpha from the top one and plug it into the alpha on the shader
?
it fixed it
assuming that texture actually has an alpha channel, and it's what you want it to do
^
also back to my original question it does seem to be texture
i think its just a really poor export on my textures
ah good, at least that's figured out
like this
yes
kk thank you
im watching a tutorial and they're bones are also like mine?
you could hide the armature if you aren't working on it
yes i use mine like that too since its easier for me to work on ther armature with the mesh visible
its especially useful when posing
or weight painting
hi, trying to figure out and fix missing body parts on my imposterized avatar, any pointers i can have?
(i currently have imp settings on the head with res scale 5 and cat ears as extra transforms, and imp settings on hips with res scale 3, cat tail as extra transform, and skirt bones on legs as reparent on hips)
Hey Does anyone know if its possible to change the location here picture go inside vrchat? i dont really know where to post this
The what picture again?
How do I fix? 😭
the folder where the pictures would go i want to move it a usb drive
reading the bottom error, it looks like the blueprint ID of your avatar was removed because you weren't the one who uploaded the avatar in question
are you logged into the VRChat SDK? And are you trying to update an avatar that's already been uploaded or making a new one?
Should post this question in #1138891887374237706 . Also fix your typos, that was confusing.
English isn't my first language i apologize 😭
also, just curious
when animating my character, how can I record using the T Pose instead of the default pose Unity gives me? I'd be trying to hook up my character onto an object but animating this way seems to lead to inconsistent and undesirable results
I'll admit I'm still new to working with unity, so I'm not sure how animations are supposed to work with this in mind
Hello, I'm trying to use Viseme parameters in order to make 2d visemes, I have all the animations setup, and the fx setup but for some reason it is not changing the material when a certain viseme appears, even though it is suppose to, I have sent photos of the FX setup, and the animations, and materials, any help would be great!
P.S.
I can confirm that the viseme paramter is changing
layer weight 1?
i need help again 😭😭😭 the shoes are like see through
You will need to flip the normals
?
Press Tab while on the shoes (Should put you into edit mode), press a, press F3, then search recalculate normals, press enter, and it should be good
which one?
outside
press the arrow next to this
and enable face orientation
hmmm weird
UPDATE
So it is going to the layer with the animation (Checked through a bool parameter and parameter driver) but for some reason, the animation isn't properly playing, and isn't swapping the material, don't fully know why, gonna play around
So it is a material swap issue hmmm
Though that doesn't make sense because it is swapping the materials for another one tf
i have no experience with viseme, i cant help unfortunately
If you only turned on backfaces, then you'll have to do the same in Unity with a shader. This setting is usullay called culling and you would have 3 options. Off, backface, and frontface. However Quest shaders don't support this as its actually not a good for performance. What you need to be doing is flipping the normals in blender as Blend Dat Man first suggested.
Hmmm so even weirder
changed the material to quest friendly shaders (toonlit)
and it did this
if I use vrcfury to make a flipbook with a radial, it does the material swap, but within the FX controller it doesn't
It did what?
the black and green
this
I think I know
Yeah
Prob UDIM Tiles
so the person was using a shader with multi UV support
you'd need to compress all the tiles onto the uv0 and atlas your textures
could you please dumb it down a little for me, im really new to all this
Your model has vertex color, which you have to remove color attribute from blender.
Hmmm, I would have rlly thought UDIM but yeah that'd be a more reasonable answer
oh okay
Mobile shader doesn't care about UDIM so that isn't the reason.
Well it would though
If it was using UDIM all the mats would be messed up
cuz it would just be repeating the UV0 texture
if u get what I mean
It is just normal behavior for shader to interpolate the texture on repeat when UV coord is beyond 1 for UDIM.
That is what I was saying...
Then you should see texture on repeat, but not changing its color.
That would be if the texture on the UV0 plane was one for the torso, etc. If it was a black and green texture it would make sense, because it would be repeating then... That was at least my immediate thought process
Going through this and finding out you cannot really animate Humanoid rigs, but I've been seeing about trying to import animations made from blender? I have the desired animation made within blender and exported into unity. Right now I'm using VRCFury to play animations when the kart object is active, but that doesn't seem to be working right now, the avatar remains in their default pose with no apparent change
figured it out, because I'm using another fbx file to store my required animations, I forgot to attach the previous avatar to the new model, thus preventing the animation from being remapped
Making a new one
Use Blender to check bone rolls on fingers
I accidently removed my emmittions from my toggle menu how do i add it back anyone willing to help please
im not too sure whats going on here
what's the problem?
just add a new menu/toggle (depending on what you removed) and select the correct toggle/menu to add back
running into a new problem, playing an animation clip using VRCFury seems to lock my avatar out of all other movements. I know masking is available but I'm not sure how I'd apply it if my animations are to be played via VRCFury
IE, in its driving state, I want the head to still move independently, I can confirm this still works if I were to remove the offending animation clip, but I'm unsure what to do when using that animation clip
Hypothetically, if I had an animation controller in one of my available layers (IE Action) and used a mask there, would the animation somehow work if I attached the animation there instead of my avatar's animation controller?
the shoulders and hand are messed up
this is his shoulders normally
are the bones selected correctly in the rig?
if you press configure you'll see all of the bones
check if they are in correct spots
this?
yeah
the shoulders look fine, but you should check the hand that's broken, it's the left one from the photo
ouch his wrist is broken
my friend said the bone placement is wrong in unitu
in blender
my b
i dont see anything wrong
from another angle if it helps
I don't know why you have multiple bones like that, so I doubt I'll be able to help
are there any tutorials on making a prop play an animation? I wanna have this halo spin constantly,
you could check if the wrist bone connected to the elbow bone
im so sorry how do i check that
go to edit mode with the armature selected. Select your wrist bone, click the green bone. Check relations. Check if it has connected ticked.
unity or blender? if unity it should be in the assets
connecting could fix it, I think. You could check the box, and export the model again. See if it helps
Ikik I just appreciate your time
trying to make an avatar quest compatible, but this pops up on unity and it breaks my avatar, is there a way around it ?
What about the Autofix the second one?
hit auto fix, Unity constraints are deprecated and should be replaced by VRChat's proprietary constraints
yeah, auto fix
auto fixing it breaks the avatar in game
then you'll need to switch the components for quest compatible ones
there's no work around
quest won't allow you to upload the avatar
Are you sure you only fix the bottom one and not the top one?
i did press on the first one should i try the 2nd one ?
You just have to fix only the second one.
still there if i fix it itll break the avatar, is that a quest only thing ?
Convert that to a VRC Parent Constraint
No.
The first fix is for removing contraint component, which broke your avatar.
The second fix is for converting unity constraint component to vrc constraint. That replacement should solve the issue.
that worked thatnks !
help😭
what's wrong?
not gonna lie, wish there was a suppourt VC in this server.
yeah, it could be helpful sometimes
like its hard to articulate what might be wrong without me typing an entire essay
oh yeah, i totally understand that
if you hear audio sorry im on vrc rn
i still don't understand what problem you're having
if you wanna help me out first, we can do a private vc if you dont mind.
if you wanna help this person out first thats fine
i could try, you could explain what's up and i'll see if i can help
alrighty
the like clipping textures or something idk exactly what the problem it is i just know its glitchy
In material settings, change material Blend Mode to Alpha Hash
if anyone knows how to help me with this itd be very appreciated https://discord.com/channels/189511567539306508/1328932444195393579
or if you can point me toward the bit in any documentation that tells me how that would be nice too
Anyone know of a tool that can easily set up a copy of my armature that is entirely constraints so that I can "pause" the position of my avatar?
Without having to manually set up every bone
pumkin's tools probably
someone can help me? how i see how much parameters i have?
Find the parameters list, it's in the avatar descriptor. click on it, view in inspector, the number should be at the top
oh found thanks
Idk if this avatar help but I'm trying to put him into "Desktop Mate" looks like smth went wrong ;D
I fixed it
nvm
:D
Nvm 😭
How do I fix this ;D
The only thing that comes to my mind is going in blender and putting all things on him
Is there a way to copy facial expressions from one avatar to another? Both are the same type of face.
do you mean blendshapes?
Animations
animations are just files in your project, you can copy them to other projects, or use them on other avatars in the same project
It doesn't work tho
works for me
That's the odd thing
First is the old one and second is the new.
Same face and animation.
does the second face have whatever blendshape the animation is acting on?
Yes
I don't see why that wouldn't work then.
a
can anyone help me add clothing to an avatar pls, i dont need commision pls dont dm me for that
You see missing this https://vrcfury.com/download + https://vrcfury.com/components/armature-link/ attach clothing
Hihi new to unity and uploading an avatar :3 I'm noticing my toggles don't save between worlds etc on vrc. Is there something I can do to make my toggles persistent?
unity
Hey so how come my animation takes a second to start but then gets up instantly? I'm trying to make it instant for both but idk why it isn't working for the initial transition
Apologies, where can I find parameters
Increasing the speed doesn't work, just checked
select your avatar in the hierarchy,
scroll down in the inspector,
double click on parameters to open them,
make sure both "saved" and "synced" are on
im looking for a water shader like this https://somet.gumroad.com/l/Protojar?layout=profile cuz all the ones im finding arent covered at the top

lower
theres nothing else
see the gif
i think that's just how animations work. GoGo animations for the same
I figured it out. I had to go to the Prepare Standing state and change the blend duration to 0.
for the ones that you want to save between worlds
oh okay
How do I check the file size of the quest version of an avatar? Also did they ever increase the quest limit to 20mb? Cause I think for me it's still 10
switch to pc build temporary , upload offline avatar - see uncompressed/compressed
Compressed is the quest version and uncompressed is the pc version?
its just compression when you upload and uncompressed when viewed, doesnt matter if its quest or pc
can someone help me download an avatar?
one way to find your avatar size of stuff it has in it
download from what?
could use some help uploading an avatar, i can go into better detail of my issues if we call
Why not record video or type out what you are going to say
It's still not working for me, or idk if it's displaying the right info
The defaults and saved states are all correct for every parameter- and yet 3 pieces of clothing that are set to default and saved- are not default on or saving. Any idea what's happening??
Have anyone encountered this error before ? I have already check if there’s blueprint id attached (there isn’t) reinstalled packages, I already tried it with 2 Avis so it’s not the Avis in itself but I belief is the sdk avi, I really have no clue what the problem that’s not letting me upload the Avis
- First try using a different thumbnail, using a scene capture would be the safest
- The next option if the first didn't work is clearing your temporary cache. Try closing the project and clearing the temp folder in windows by pressing Windows Key + R, putting
%temp%in the field, and clicking OK. Delete everything in that folder and click skip if a file is being used by a process
Idk if this is right...
I want to make an interger toggle with gestures for each of my props but idk how to make it work in the Animator
Woah ty, I’ll be sure to try it a bit later. I never knew that a thumbnail can be a possibility of not uploading an avi
Ok now it says the compressed size is 16.6mb, which is impossible because it can be uploaded to the android platform just fine...
ty it worked!
Which solution worked?
I'm trying to add custom emotes to my gogoloco action controller but they keep breaking like this. The first one stops when I let go, and goes super slow if I hold it. The second one has a delay in the opening transition when I want it to be instant, and I have no idea how to make it all work seamlessly WITH gogoloco
Either I would have to remove gogoloco, or add all of its emotes to a new action controller, and I really don't want to do either, so I hope there has to be a way to get all of these to work.
I have all my emote names and icons set up but they don't appear in the menu of the avatar itself. Anyone know how to fix it?
Did you actually add the submenu to the avatar's main menu?
It should already be in there but I'm not sure how to check
On your playable layers, look for the menu
Then you can add submenus to your emotes
I wasn't doing it that way initially but I ended up just creating a sub menu like you did. I was trying to change the icons in the default emotes of gogo
I'm trying to add Poiyomi video shader onto my avatar to mirror the video players in worlds but it's not working at all. I know I need to use decals but other than that I am lost
Currently having issues with an avatar im trying to remove toggles and clothing to specifcally what i wear on the model and when i open gesture manager it seems the toggle is still active even after removing it from both params and menu
Hi! I just got index controllers and no longer need "Fake index gestures" on my avatars.
I'm having a problem with how I would connect the middle finger gesture into an angry face, since even though I've made the animation for it and so on my avatar will only look angry when I do rock&roll gesture with my hands and not the middle finger.
Any advice is appreciated!
parameter defaulted on in the animator?
Usually rock&roll is switched to middle finger. How does your FX layer look like?
Okay, it seems the names got switched like I thought
I feel like I've looked everywhere but again, my avatar still only looks angry when doing the RocknRoll
does your avatar make both hand gestures in game or only one?
Switched? I renamed the animation "Middle Finger"
I have the gestures down so I don't think that's the problem. I have different gestures on both hands
I'm not sure then, if your avatar wasn't making the middle finger gesture I'd assume it wasn't switched in the gestures layer, but if that's not the case then idk
It just sill does the RockNRoll
I've tried animating with the finger as well and it still only does rocknroll
yeah, gestures layer. You need to switch animations
either record your own middle finger animation, or get one online
And go to gestures layer
and switch the rock&roll for the middle finger animation
and you should be good to go
I already did that in the Gesture controller
Is the animation correct?
or did you just change the name
If you changed the animation, is the animation playing correctly without the toggle? Just in the animator in preview?
Should be
Huh
that's odd
Yea, and I just can't figure out for the life of me what wrong with ittt
I really do appreciate your advice tho
if you have more or suggestions don't be afraid to say anything
why does everyone just tell me to use the animator whenever i ask how to do the 2d lipsyc with a uv offset i have no idea how,,,,,
Yep
id just do it with more mats but that would make my ava rating go down
make sure you have the correct gestures layer dragged to your avatar. If yes, then... I have no idea
I do
thanks anyway!
I fixed it
dude, I just had to have it as the gesture layer
i deleted everything from the animator and params and menu that had to do with the clothing i deleted but this is still my issue avatar looks fine but when i load gesture manager arms just skin out help me if anyone know the solution im losing my gob here
yeah? I asked you about the correct gesture layer 😭
you must've misunderstood me or I wasn't clear enough
I had put everything in there correctly but I never put the gesture layer as the gesture layer on my avatar,,
for some reason xD
so sorry
ty
Im looking for tutorial/guide how to add my own animations made in blender to unity vrchat. Is it even possible while using humanoid from unity later?
Anims get carried over with the export.
oh, so animations from action editor will be exported too?
As long as it's part of the export, you will see the anims on the fbx
Does anyone know why the impostors of my avatar do not have that text on his back?
imposter simplifies everything, textures get changed dramatically, so it's likely the text was eaten in compression.
Ah that's fair. Thanks.
Does anyone know why the position of my items is all messed up when I upload the avatar / go into play mode? I thought it looked fine normally
does the animator layer control not work for the base layer?
looks normal to me, it's attached to your hand. The difference is that your fingers are curled
just move it further backwards and your fingers should reach around it
i also usually rotate my props a little to the side, from the top view i rotate the top outwards, and from the side view i rotate the front outwards
base playable layer, not base animator layer
Sorry to bust in with an odd question, but here goes:
I was given the idea to add a few sliders to a small little light orb Ive been working on. Brightness is easy enough, but the hard part is figuring out how to do a hue slider for the light itself.
It's easy enough to do it on textures via poiyomi, but a hue shift just isnt a thing when it comes to unity's lighting engine. I was wondering if you guys would have some ideas on that front.
change the color of the light. I usually make a few "stops" in the animation, evenly spaced apart on the timeline and evenly spaced along the hue slider
You'd basically convert HSV to RGB.
it's easier to do this with a single animation and motion time rather than using a blendtree, but you can do it either way
ah right, avatars, nevermind me, I've been doing world stuff all day
That's not exactly answering my question...
just since it's in RGB the hue slider won't work properly if you just have 2 or 3 frames
it won't interpolate it correctly
That. Yes.
i usually jump 10 or 20 in the hue value between each frame
Wait, so you're telling me I need to manually make an animation with each RGB channel slider?
one animation with various points in it that you use the motion time to move along with your hue value
existential pain
it's not that bad 🙂
The problem is that I'm trying to sync it to a texture hue shift.
I added a rimlight to it.
Im having an issue where when i go to build and test the avatar the head shows a missing texture in game by in unity the head is fine an clues?
Is there an animation on by default that changes the texture?
Yeah.. the more time the better the gradient
how do i turn a video to a avi
I dont believe so, i checked and didnt find anything but i didnt make the avatar its one i bought and i main it and edit it
nvm it was that i found a animation that they didnt put with the rest 🤦♂️ thx
nice 👍
Ok, new question: Saturation slider.
How do i disable auto footstep when you stop?
not permanently, just for a toggleable custom locomotion
Just curious, does anyone know what's happening for my avatar masks to not function properly?
what shader are you using
if its poiyomi toon shader there is a saturation slider you can animate in color adjust
like vrchat avi be a plane video
Hi, I make vroid avatars for VRChat, but have been struggling with reducing the polygons without ruining the avatar, if someone has any tips to help, that would be appreciated. Thanks!
for pc convert to gif and use poiyomi flipbook
quest is more difficult, you can convert to png sequence or texture sheet
if you do png sequence then animate changing materials
if you do texture sheet then animate changing texture offset and make sure interpolation is set to constant for all frames
quest method works on pc but it's more tedious
if you need it for both just do quest and upload it to both
I usually start with hiding stuff that won't show, like polys under clothing. Then move on to edge loop dissolving.
Do you do that in unity?
no, Blender
Oh, I am still learning blender. I will try that out when I have access to Internet again
ah yeah, you probably can't do much in Unity
Can anyone help me figure out why the armatures aren't linking correctly?
linking?
Well it's linking but I'm trying to figure out why it looks off
Like the shoes arent on the feet properly
New problem: Trying to make a "brightness" slider for my avatar.
Legs for some reason going in inwards and the arms going in
And its for a light.
Thing is that the hue slider works, but I tried making brightness and saturation sliders, and they dont work.
And this is without in gusture mode
Sup, sorry to interrupt, need help with an avatar of mine and that stuff had me pulling my hair out for a quick minute.
So yeah animation properties doesn't show the skinned mesh renderer of my avatar's body but the clothing yeah it works
Idk what im missing but yeah im pretty new to it and I haven't found anything that could help online
my avatar is shorter for other ppl on my screen is normal
I need help with converting an fbx file
i can not figure out why the armature is doing this ive tried using armature link via vrcfurry and merge armature via modular avatar boh of them just do this with movement
Hey does anyone have a flag that works on avatars
No matter what I do my avatar doesnt animate when I build it and I keep getting this error in the rig setup saying the head isnt a child of the neck despite that fact it is in both unity and blender
Do you have a mesh named 'head' as well? If so, things will start breaking in non obvious ways and you should remame it to 'face' or something like that
The chest bone hasn' been assigned.
question. my quest converted Manuka my friend says the boobs are popping out of the clothes but in unity it looks fine. any idea on how to fix it?
depends
Im having a problem where my body is dark while my clothes are bright. Idk why this happens
use anchor override to chest bone or smth in every mesh renderer
and ofc check shaders settings
not sure if i can ask blender questions here, but, is there an easy way to make the vertices of the bottom hole better line up with the vertices of the top hole
Be more specific. "Bottom hole " and "top hole" tell me nothing
Do you mean the neck?
If so, use vertex snapping
yeah that's fair, i apologise
i meant the neck holes
assumed so, thank you
Hm, can you send a screenie of the component
Hello, who can help me to fix the uv map on my vrchat avi? i did some blender work myself and tried to fix the uv map myself. but cant seem to get i right
I will pay if you want
Sorry man I'm not so knowledgeable on UV
generally speaking, youd rather redo the texture than trying to refit the uv to the texture
@marble lily
I have no issues with 2.9
I also get errors when activating cats but it still appears on the left
Like a fake error
are you getting the correct version for your blender?\
yeah, 2.93 doesn't work that good too
Can you try setting it to like 0.8,
if it still stuck then a different thing has influence over the rail
get 4+ and unofficial
Instead of exporting through cats, I just exported thru blender, there doesn't seem to be any issues with that so far
Is there any difference between the two?
it automatically sets the correct export settings
but you can just do that manually too
Wait what are the correct export settings
I've been using default blender export settings

Icic
i assume cats does not like special characters
interesting
Hi, I'm having a bit of an issue with audio sources at the moment, is VRCFury able to play nice with VRCAnimatorplayaudio? I'm more concerned that I can't find any animators that VRCFury is responsible for after adding animation clips to it. It seems it's good for working with animations that overwrite the whole body, but seems hard to use optimally with sounds in mind or animations that require a mask..
Does anyone know why in unity, the hoodie appears with the hood down whilst in blender, the hood on the hoodie appears up? If this is the case, will I need to reshape the hood all over again?
check your model's blendshapes first and foremost, you might have a few in your hoodie model
there could be a slider you can use to shape the hoodie. Some avatars use this for a "dynamic" hoodie pull with a physbone
@warm hollow okay, so in theory if it doesnt have blendshapes then what
