#avatar-help

1 messages · Page 49 of 1

warm hollow
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my issue is Y axis rotation

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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

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right now, the whole body turns on the Y axis

feral isle
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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.

warm hollow
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with this constraint on MeshNeck, I get what I wanted to achieve
Although I have the constraint on MeshHip disabled for this

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enabling both, the body takes priority and both parts will rotate equally

silk thorn
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because the body is the parent

warm hollow
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that checks out from what I'm seeing

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I wanted to try disabling just that one axis for the body, but that seems to have adverse effects on the whole rig

night ember
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I do love unique rigs

warm hollow
silk thorn
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I've been gone for too long, I'd have to test constraints to remember, but I figured 2 rotation constraints would work

warm hollow
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one thing I see of interest are the weighting options, but that'd lessen the initial effected I wanted to get

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by how much is really left up to trial and error

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and figuring out which of the two sliders is such as well

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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

silk thorn
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Weight just adjusts how much it effects it, meaning if it was driving the body to move too much you would want to dampen

warm hollow
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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

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so the body would still turn, but not as much as the head

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but still rotates on the other axes just fine

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..oh you can live edit the weights??

silk thorn
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I think that works better tbh

fallow gulch
warm hollow
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i think setting the weight to 0.35 has what I'm looking for

silk thorn
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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.

warm hollow
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👋 Thank you for the walk through

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I appreciate it

desert elk
feral isle
fallow gulch
desert elk
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yeah, that was a way to do it too. It was actually easier then what I came up with

fallow gulch
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Then that's pretty easy to remove

feral isle
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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

fallow gulch
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Hopefully things will still work out as expected

feral isle
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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

warm hollow
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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

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it apparently works when i put it through GestureManager, is that unreliable for testing?

delicate tide
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Since when was the file size limit 10MB for PC?

fallow gulch
ornate stump
fallow gulch
tight gull
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how do u set standard lite material in easyquestswitch again

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or whatever it is you set for quest

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oh you have to toggle hidden

fallow gulch
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Sadly not familiar with Easy Quest Switch

tight gull
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i'm a noob in general

warm hollow
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Ack, av3e..

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wh
where is he

somber sequoia
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broken shader probably

warm hollow
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this didnt happen when i tested with gesture manager 🫠

fallow gulch
agile reef
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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??

mortal nexus
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Who do I need to talk to… to report something?

warm hollow
mortal nexus
fallow gulch
warm hollow
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I see.. do I need to update VRCF as well?
It's even weirder because it was working yesterday

fallow gulch
warm hollow
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alright, i think i figured out the issue?

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i mean, not with av3e, but with my constraints

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having these two don't seem to play nice with each other

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so im probably gonna say its safe to assume i can only have one of each kind of constraint, see how that acts out

warm hollow
# warm hollow

this setup looks like it works in gesture manager, now to check ingame

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it works on desktop..

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it works in vr!

fallow gulch
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You can't even have 2 of the Unity constraint variant

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Glad you got it working though ^^

vagrant hare
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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?

junior void
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an avatar needs a rig to be moved

honest sun
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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.

fallow gulch
# honest sun

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

honest sun
fallow gulch
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When you hit edit next to the view position fields, it should have a movement gizmo next to it

vagrant hare
desert elk
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I have never seen that before omg

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do they both move?

fallow gulch
# honest sun

If you press the Edit, do both of them get movement gizmos?

honest sun
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when i change the numbers on the veiw position, the one inside the head moves

honest sun
fallow gulch
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What the heck..?

honest sun
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Idk bro🥲

fallow gulch
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You wouldn't happen to have 2 descriptors, right?

honest sun
fallow gulch
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Oh.. mystery solved lmao

honest sun
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lmaooooo

fallow gulch
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That's funny

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I thought it would be limited to 1 desciptor per object

honest sun
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Im uploading it to test now

fallow gulch
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It's a miracle that you could upload with 2 descriptors

honest sun
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yeah lol

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@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

fallow gulch
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Glad that the view point is good though

honest sun
fallow gulch
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You can see it in your FX controller probably

honest sun
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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

fallow gulch
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Ye, I might be around, but others might be too. Sure that people will help to sort this out

honest sun
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Yeah, thanks for all the help by the way

open spindle
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what even is this it just started out of nowhere???

crystal kernel
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Somethings missing there it seems

fallow gulch
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Clear the console errors, restart Unity, see if anything happens

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Make sure your packages are up to date also

crystal kernel
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"Leaked animation Controller" whut

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I've never seen that before

fallow gulch
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Maybe there are some leftover things in the controller, embedded, that Unity didn't like

crystal kernel
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Prolly

fallow gulch
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I have also not seen that error before

crystal kernel
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I think something deleted the default state or transition??

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The custom package does that I assume

fallow gulch
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I don't know if that's even possible

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As in.. if you mean something deleted one of the 3: Entry, Exit, Any

crystal kernel
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No the orange thingy

fallow gulch
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An in... the first state you put in there, that Entry will go to?

crystal kernel
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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

fallow gulch
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Could be...

crystal kernel
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That's my theory vrcRat

open spindle
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fixed

crystal kernel
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What was it

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Fixed it*

open spindle
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was some undeleted stuff in my fx

fallow gulch
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Mhm

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Glad it's good now

crystal kernel
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Sweet

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Aight, time for me to consume 800ml of tea 🥴

fallow gulch
crystal kernel
open spindle
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why is it gay now??

fallow gulch
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Enjoy I guess...?

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(Not sure which addon does this)

fallow gulch
open spindle
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ohh

inland seal
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Is there a way to switch between quest and pc avatar making it so it won't make a new SDK panel?

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Cuz I'm tired of changing all parts in pc so it will fit quest

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And so on

fallow gulch
inland seal
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You have to implement all quest things into him

fallow gulch
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Oh that is how you meant it

inland seal
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Yes

fallow gulch
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Well yes, you gotta optimize the avatar for Quest
There are a few tools that can help you in Blender, but also in Unity

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For Unity, one of these is d4rk's Optimizer that people like to use for ex.

inland seal
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That's not the problem I'm having 😭

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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

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And ik that it's possible since I saw people doing it

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Idk how

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But I want to know

lilac musk
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Confusion

fallow gulch
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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.

inland seal
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I don't want that to happen

fallow gulch
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But there is also this thing called EasyQuestSwitch, which is what you might be looking for

inland seal
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I have a quest avatar already done

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Same with pc

lilac musk
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What do you mean new sdk panel?

inland seal
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When I click the quest avatar the sdk panel will reset

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Asking to make a new avatar

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Since it thinks I want a new one

fallow gulch
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Oh so you want to upload the 2 as 1 avatar. A PC and a Quest side

inland seal
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Yes

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😭

lilac musk
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Pipeline ID

inland seal
fallow gulch
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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

inland seal
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A

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Thx

fallow gulch
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Np ^^

inland seal
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Will do that after the gym

inland seal
fervent spear
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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

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nvm fixed it :p

fervent spear
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its like physbone but for vrm models

somber sequoia
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oh damn, I replied to the wrong one, sorry

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What does the animation do, and which animator is it located in?

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ok so full body - are you using VRC Animator Tracking Control?

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ah you probably need to

silk crest
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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.

somber sequoia
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you should go to the VRC Traders discord to commission someone, you'll get scammers around here.
Link in #1204490664637890580

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careful of the people who are likely to DM you now 🙂

silk crest
inland seal
somber sequoia
silk crest
tranquil niche
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ok, would someone be able to help me make an avatar object that other users can grab?

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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

somber sequoia
tranquil niche
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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

somber sequoia
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yep, it's a bit complex to do it well

tranquil niche
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yall think it'd just be more beneficial to move on?

somber sequoia
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not sure what you mean?

tranquil niche
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just scrap the idea of having a throwable object that can collide with the world in general

somber sequoia
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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

tranquil niche
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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

somber sequoia
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it's an advanced sort of thing yeah

tranquil niche
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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

somber sequoia
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maybe they were referring to the "droppable" component there

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otherwise, I don't think fury has much to do with this

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(the droppable component is just a world constraint)

quasi briar
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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?

somber sequoia
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pumkin's tools

quasi briar
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I completely forgot those exist

somber sequoia
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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.

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copying that won't update those to the new avatar's bones

quasi briar
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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?

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Aside from transform slot

somber sequoia
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yep! That's why I prefab them, so I can have the same settings for all variants and have them automatically updated

quasi briar
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Alright, at least my work wasn't wasted in this aspect lol. Just a little bit more effort than I accounted for

somber sequoia
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yeah you just drag the bones in when you do the initial setup, then forget about it

frosty summit
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Is there a reason why unity forces me to remove the component?

somber sequoia
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What is that from?

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if it's being removed it's something that isn't allowed to be on an avatar.

crystal kernel
frosty summit
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huh 😭

crystal kernel
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Stop being MAD!!!!

frosty summit
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anger!

desert elk
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you can't bypass that unfortunately

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you

frosty summit
frosty summit
desert elk
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you'll need to remove it and switch it for something else

somber sequoia
desert elk
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idk what that toggle does

frosty summit
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Oh oh, it's VRCPhone

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Phone object to attach to my left hand

somber sequoia
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so it's probably a utility to attach stuff but which doesn't stick with the avatar

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weird that that'd be a component instead of just an editor script, but maybe there's a good reason for it

desert elk
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why not just attach it to the hand??

frosty summit
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I'll try again

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I'm not sure on how to attach it, do I drag the entire vrcphone into the left hand?

somber sequoia
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does this not have instructions?

desert elk
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Can you not position it in the correct spot?

frosty summit
desert elk
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ohh vrcfury, my worst enemy

frosty summit
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yeah Im just not sure if I drag the entire thing to hand_l

inland seal
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Why the hair flew to other dimension from my avatar?

desert elk
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can you move it back?

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or does it keep jumping away?

inland seal
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It does keep jumping

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I fixed it ;D

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For some reason I had to move it from a group onto my avatar

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Ig that will work

desert elk
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👍

fresh raft
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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

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I do not know how to fix this

rare cloak
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do i need to have my model setup as humanoid before importing to unity?

somber sequoia
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you need it to have a humanoid armature before going into Unity, if you want it to be humanoid in unity

somber sequoia
fresh raft
somber sequoia
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oh ick

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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)

fresh raft
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I am just gonna be redoing the model.

rare cloak
somber sequoia
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you create the bones and do weight painting in Blender, which does include naming them reasonably well

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"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)

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(in most cases you want humanoid)

honest sun
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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

crystal kernel
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uhh

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are the any animation playing>?

honest sun
quasi briar
honest sun
quasi briar
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that is really weird yeah

sturdy pike
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Hi guys

surreal yarrow
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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!

quasi briar
# surreal yarrow Hi sorry I was wondering if anyone could help me with some issues im having with...

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.

surreal yarrow
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the eyes only look up and when it comes to them looking around they change relative to the current position

quasi briar
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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

surreal yarrow
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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

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i didnt quite realise that the goggles were displaced in the image until i saw the preview

quasi briar
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Try looking at these previews for the eyes by the way, they might be set too far

surreal yarrow
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ok

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ah i forgot to alter the looking straight coords

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i think i might have mistook the changing relative bit to just the rotation of the head of the model in vrc

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the model's FX are Default non-transform

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but thank you for the help with the eyes issue

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can confirm the eyes are correct now in vrchat

stable isle
#

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?

surreal yarrow
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yep I fixed it. the issue i had with scaling of the goggles was these

vagrant tartan
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Does anyone know how to get the world coordinates as parameters on a VRC avatar?

honest sun
wintry hatch
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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

agile reef
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I had this problem before- I can't remember how I fixed it. . . please help!!

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^ the wrists

brittle matrix
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anyone know why i cant add a viewpoint to my avi?

desert elk
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did you add the avatar descriptor?

brittle matrix
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literally nothing happens when i press "edit"

desert elk
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what are the coordinates of the view point?

brittle matrix
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0, 1.6, 0

somber meadow
#

make sure gizmos are enabled in the scene tab, and that the avatar is positioned at 0,0,0

desert elk
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if you set it to 0, 0, 0 it will be at world origin so you can easily find it

brittle matrix
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it was the gizmos

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woops

desert elk
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oh yeah, gizmos too

brittle matrix
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thank you!

desert elk
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I keep forgetting about them

last bough
#

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!

fresh raft
#

would anyone know why my model isnt passing secuirty checks???

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No, it isnt a harmful model in any way. I am working on something to sell

crystal kernel
#

450mb

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did you create a nuke?

delicate tide
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1,136 physbones

fresh raft
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No ;-; I am just testing out the full version of a model I made

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So, what steps can I take to make sure this model uploads

crystal kernel
#

why do you need 1136 bone colliders

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whats requiring all these

fresh raft
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I am fairly certain it is the hair

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But I am reopenin the unity project to make sure I didnt fuck something up

crystal kernel
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hair does not need colliders man

fresh raft
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Oh wait no no sorry

crystal kernel
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bunch up some hair, add phybone controller to the root en-voila

fresh raft
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I have colliders on the head, chest, and arms

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the hair only have physbones

crystal kernel
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..... you have 1136 arms/legs etc?

fresh raft
#

no

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that is why I am confused

crystal kernel
#

you really need to get rid of those colliders

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press select

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youll see some

fresh raft
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I am hoping they didnt just duplicate themselves

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other than that, what else can i do to help pass the security check

crystal kernel
#

reduce polygons

delicate tide
#

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.

crystal kernel
# crystal kernel reduce polygons

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

crystal kernel
fresh raft
#

now I am down to 68

delicate tide
#

Much better lol

delicate tide
crystal kernel
fresh raft
crystal kernel
fresh raft
#

I feel like that is just the most obvious answer and I have been oblivious to it

fiery lily
#

does anyone know how to make new face idle animations?

crystal kernel
#

in layers theres a FaceMood layer

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you then copy the blendtree

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and edit the copied tree to your desire

tough forge
#

Can someone help me with this avatar problem this is mostly for the devs or the vr chat mods

upper shoal
#

i figured out the problem i set the endbone pos too low 😭

tough forge
#

@chrome anvil

crystal kernel
#

why dont you

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ask the question first

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and

crystal kernel
#

admins dont usually get involved here

tough forge
#

Where do they

fresh raft
#

well, what is the issue

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Then we might be able to help point to where you should go

tough forge
#

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

fresh raft
#

I would probably just go onto the vrchat website and delete it there

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So that when you load into the game, you will just be an error bot

#

Then you can optimise it again before reuploading

tough forge
#

Ok can you send me a vid how to

fresh raft
#

I can give screenshots

#

gimme a second

tough forge
#

Ok

#

I’m on quest tho and that’s what I have my acc on

fresh raft
#

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

tough forge
#

Thanks

somber sequoia
tough forge
#

😭😭

#

I don’t know my email or password

somber sequoia
#

email vrchat support probably

tough forge
#

Ok

somber meadow
tough forge
#

My game crashes to fast

tough forge
#

Thank you so much

lapis igloo
#

Can anyone make me a model of my OC in vr chat? Is h that possible

somber sequoia
#

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

somber meadow
quick ridge
#

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.

ornate stump
daring isle
clear egret
#

aethos?!?

daring isle
#

My avatar says non humanoid but I imported it as humanoid

#

the model is made by coolbacon on twitter

ornate stump
daring isle
#

is that the right thing

ornate stump
daring isle
ornate stump
daring isle
ornate stump
somber sequoia
#

Rename the head mesh, yeah

daring isle
lucid rapids
#

hello , can someone help me and tell me how to remove this from the head in easy way ?

ornate stump
daring isle
#

a little on the rude side

lucid rapids
somber sequoia
dark jay
#

Anyone know how to fix eye normals

#

Like when u blink the normals look all fucky on the eyelid only

somber sequoia
#

unity, fbx file import settings, check "legacy blendshape normals"

#

(probably)

dark jay
#

I mean in blender

#

Blender my bad

somber sequoia
#

oh, you'd probably have to select the faces and smooth them, or maybe in the normals menu, "reset vectors"

dark jay
#

Ok

somber sequoia
#

if you have custom normals from a high->low poly bake, this would clear them though

dark jay
#

Ah

upper shoal
#

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

dark jay
#

the eyes

somber sequoia
#

did you mean texture issues or mesh issues?

dark jay
somber sequoia
#

I can't see any normals issues in that shading mode, so that looks like texturing problems to me

somber sequoia
#

you'd have to look at it without the materials to see

dark jay
#

oh this part is in unity

somber sequoia
#

...

dark jay
#

but ill show u

somber sequoia
#

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.

dark jay
#

i wanna fix the eye issue idk what causes it

somber sequoia
#

image without context - are we in blender now or unity?

dark jay
#

this is in blender

#

the one circled is unity

somber sequoia
#

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

somber sequoia
#

little view options dropdown up near the view mode selectors, you can pick "matcap" lighting, then click the sphere to pick a different type

dark jay
#

ok

dark jay
#

did i do it right in blender

somber sequoia
#

nope, but hey, whatever works for you

dark jay
#

theres a few dropdowns

somber sequoia
#

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

dark jay
somber sequoia
#

right-hand down arrow

#

but also use solid mode, you're on material preview mode

#

(one bubble left)

dark jay
#

ok

dark jay
somber sequoia
#

seems closer - you can see how the normals look around the eyes now

somber sequoia
#

well now you can see what's happening at least

dark jay
#

how do i fix it tho

somber sequoia
#

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

dark jay
#

how do i fix this this is unity look at the eyelids

dark jay
somber sequoia
#

yes, you shared this already but I'm not sure I understand what the issue is, other than a texture problem

dark jay
#

ok

somber sequoia
#

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

signal coyote
#

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.

lost fox
#

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?

placid mica
#

What are all of these green circles? Are these colliders? Am I able to edit them to make them smaller?

ornate stump
placid mica
placid mica
ornate stump
placid mica
#

uhhh

#

Oh, found it

wind stone
#

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 🙏

somber sequoia
#

it's really hard to see what's going on there

wind stone
#

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

somber sequoia
#

calculating normals vs. import maybe?

wind stone
#

what do you mean

somber sequoia
#

they're settings in the first tab in the inspector for the model file

wind stone
#

right the thing that fixes blendshapes

#

yeah i always set to import

somber sequoia
#

if there's no blendshape active then it's probably not it

wind stone
#

it doesnt seem to be a blendshape issue

somber sequoia
#

so it's not that nobody is helping, it's that nobody who is awake knows how to help

wind stone
#

who would even be qualified to help in this situation

#

i really cant tell if its a unity thing or a blender thing

timber wharf
#

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

somber sequoia
#

yeah that's a good idea, and it does look a bit like textures

wind stone
#

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?

somber sequoia
#

possibly, you'd have to see what that UV island looks like

wind stone
#

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

glass spindle
#

someone help im trying to make a avi for the first time but the head is see through and idk why

timber wharf
#

@wind stone no, atlasing doesnt change resolution, as i said it is texture compression setting in unity

wind stone
#

untick in front

glass spindle
somber sequoia
#

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

wind stone
#

they dont seem to have xray toggled

somber sequoia
#

oh hmm, not for material preview mode

glass spindle
wind stone
#

maybe check the material alpha

glass spindle
somber sequoia
#

yeah might be the material

wind stone
#

go into the shading tab

#

in edit mode on the mesh select a face on the head and check through the shader settings

glass spindle
wind stone
#

are you selecting the right material for the head

#

it looks like the material you selected is already transparent

glass spindle
#

i wasn't

somber sequoia
#

you do have a texture plugged into the alpha channel there, so that's probably what's doing it

wind stone
#

yeah but i cant see where else they'd plug the texture in

glass spindle
#

?

wind stone
#

wait

#

why do you have 2 textures pluged in

glass spindle
#

i have it left how it was when i put it in

wind stone
#

unplug the texture thats plugged into the alpha

#

take the alpha from the top one and plug it into the alpha on the shader

glass spindle
wind stone
#

should look generally something like this

#

color coes into base alpha into alpha

somber sequoia
#

assuming that texture actually has an alpha channel, and it's what you want it to do

wind stone
#

^

#

also back to my original question it does seem to be texture

#

i think its just a really poor export on my textures

somber sequoia
#

ah good, at least that's figured out

wind stone
#

the texture itself was set to 2kx2k

#

but the actual texture was 10kx10k

glass spindle
wind stone
#

yes

glass spindle
#

kk thank you

wind stone
#

as for the bones being visible

#

it should be the viewport display setting "in front"

glass spindle
#

im watching a tutorial and they're bones are also like mine?

somber sequoia
#

you could hide the armature if you aren't working on it

wind stone
#

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

worldly hollow
#

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)

thick narwhal
#

Hey Does anyone know if its possible to change the location here picture go inside vrchat? i dont really know where to post this

void kettle
#

How do I fix? 😭

thick narwhal
warm hollow
# void kettle How do I fix? 😭

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?

ornate stump
thick narwhal
warm hollow
#

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

glacial granite
#

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

timber wharf
#

layer weight 1?

glacial granite
glass spindle
#

i need help again 😭😭😭 the shoes are like see through

glacial granite
glass spindle
#

?

glacial granite
#

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

glass spindle
#

which one?

glacial granite
glass spindle
#

kk

#

it didn't do anything?

glacial granite
#

press the arrow next to this

#

and enable face orientation

glass spindle
#

it makes her blue?

#

i fixed it i had show backface on

glacial granite
#

hmmm weird

glacial granite
glacial granite
#

So it is a material swap issue hmmm

#

Though that doesn't make sense because it is swapping the materials for another one tf

crystal kernel
#

i have no experience with viseme, i cant help unfortunately

lilac musk
# glass spindle i fixed it i had show backface on

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.

lime portal
#

changed the material to quest friendly shaders (toonlit)
and it did this

glacial granite
#

if I use vrcfury to make a flipbook with a radial, it does the material swap, but within the FX controller it doesn't

lime portal
#

the black and green

glacial granite
#

wait

lime portal
glacial granite
#

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

lime portal
#

could you please dumb it down a little for me, im really new to all this

ornate stump
# lime portal this

Your model has vertex color, which you have to remove color attribute from blender.

glacial granite
lime portal
#

oh okay

ornate stump
#

Mobile shader doesn't care about UDIM so that isn't the reason.

glacial granite
#

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

ornate stump
#

It is just normal behavior for shader to interpolate the texture on repeat when UV coord is beyond 1 for UDIM.

glacial granite
ornate stump
#

Then you should see texture on repeat, but not changing its color.

glacial granite
warm hollow
# warm hollow also, just curious when animating my character, how can I record using the T Pos...

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

fierce minnow
#

Does anyone know how to fix these weird looking hands

warm hollow
bronze niche
mental niche
#

I accidently removed my emmittions from my toggle menu how do i add it back anyone willing to help please

lime portal
#

im not too sure whats going on here

desert elk
#

what's the problem?

desert elk
warm hollow
# warm hollow figured it out, because I'm using another fbx file to store my required animatio...

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?

lime portal
#

this is his shoulders normally

desert elk
#

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

lime portal
desert elk
#

yeah

lime portal
#

does it look alright to you?

#

im not too sure what im looking at

desert elk
#

the shoulders look fine, but you should check the hand that's broken, it's the left one from the photo

lime portal
#

ouch his wrist is broken

desert elk
#

yeah, something's wrong here

#

I'm not sure what though

lime portal
#

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

desert elk
#

I don't know why you have multiple bones like that, so I doubt I'll be able to help

sacred jetty
#

are there any tutorials on making a prop play an animation? I wanna have this halo spin constantly,

desert elk
#

you could check if the wrist bone connected to the elbow bone

lime portal
#

im so sorry how do i check that

desert elk
#

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

lime portal
desert elk
#

connecting could fix it, I think. You could check the box, and export the model again. See if it helps

lime portal
#

Okay will do

#

You're an awesome person btw

#

Ty so much for your help

desert elk
#

I don't promise it will work btw

#

I'm just guessing what could be

lime portal
#

Ikik I just appreciate your time

junior kayak
#

trying to make an avatar quest compatible, but this pops up on unity and it breaks my avatar, is there a way around it ?

ornate stump
warm hollow
desert elk
#

yeah, auto fix

junior kayak
#

auto fixing it breaks the avatar in game

desert elk
#

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

ornate stump
junior kayak
#

i did press on the first one should i try the 2nd one ?

ornate stump
junior kayak
#

still there if i fix it itll break the avatar, is that a quest only thing ?

somber sequoia
ornate stump
junior kayak
#

that worked thatnks !

glass spindle
#

help😭

desert elk
#

what's wrong?

gloomy topaz
#

not gonna lie, wish there was a suppourt VC in this server.

desert elk
#

yeah, it could be helpful sometimes

gloomy topaz
#

like its hard to articulate what might be wrong without me typing an entire essay

desert elk
#

oh yeah, i totally understand that

glass spindle
desert elk
#

i still don't understand what problem you're having

gloomy topaz
#

if you wanna help this person out first thats fine

desert elk
#

i could try, you could explain what's up and i'll see if i can help

gloomy topaz
#

alrighty

glass spindle
ornate stump
upper shoal
#

or if you can point me toward the bit in any documentation that tells me how that would be nice too

true lava
#

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

somber sequoia
#

pumkin's tools probably

glad plinth
#

someone can help me? how i see how much parameters i have?

somber sequoia
#

Find the parameters list, it's in the avatar descriptor. click on it, view in inspector, the number should be at the top

glad plinth
#

oh found thanks

inland seal
#

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

rotund solstice
#

Is there a way to copy facial expressions from one avatar to another? Both are the same type of face.

somber sequoia
#

do you mean blendshapes?

rotund solstice
#

Animations

somber sequoia
#

animations are just files in your project, you can copy them to other projects, or use them on other avatars in the same project

rotund solstice
#

It doesn't work tho

somber sequoia
#

works for me

rotund solstice
#

That's the odd thing

#

First is the old one and second is the new.
Same face and animation.

somber sequoia
#

does the second face have whatever blendshape the animation is acting on?

rotund solstice
#

Yes

somber sequoia
#

I don't see why that wouldn't work then.

rotund solstice
#

Same face, blendshapes ( same name too )

#

I should work but it's not-

inland seal
pastel berry
#

can anyone help me add clothing to an avatar pls, i dont need commision pls dont dm me for that

desert elk
#

does the clothing have an armature?

#

you need to merge it to your armature

spark walrus
small stone
#

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?

desert elk
#

it's a setting in parameters

#

"saved" i think it's called

small stone
#

Is that in unity or in Vrc :0

#

(I'm like brand new)

desert elk
#

unity

delicate tide
#

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

small stone
delicate tide
desert elk
desert elk
#

yeah

#

that one

small stone
#

I don't see that box unfortunately

#

sweats nervously

#

this is all i've got

desert elk
#

playable layers

#

expand playable layers

#

that's where parameters are

sinful gate
spark walrus
small stone
desert elk
#

lower

small stone
#

theres nothing else

desert elk
small stone
desert elk
#

expressions

#

under expressions

#

see gif

small stone
#

gifs arent able to load for me atm apologies

#

let me do some poking

desert elk
desert elk
small stone
#

thank you

#

do i check saved / synced for all boxes

delicate tide
desert elk
small stone
#

perfect

#

thank you

#

I'll give this a try

#

desert elk
#

synced makes sure your animations show to other people too

#

not only you

small stone
#

oooo okay

#

perf

#

thank you

delicate tide
#

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

spark walrus
#

10

#

mb

balmy barn
#

switch to pc build temporary , upload offline avatar - see uncompressed/compressed

delicate tide
#

Compressed is the quest version and uncompressed is the pc version?

balmy barn
#

its just compression when you upload and uncompressed when viewed, doesnt matter if its quest or pc

torpid dove
#

can someone help me download an avatar?

balmy barn
#

one way to find your avatar size of stuff it has in it

somber sequoia
torpid dove
#

payhip

#

ive never downloaded an avatar before so

gloomy topaz
#

could use some help uploading an avatar, i can go into better detail of my issues if we call

night ember
#

Why not record video or type out what you are going to say

delicate tide
agile reef
#

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??

spare cosmos
#

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

somber meadow
delicate tide
jovial spoke
#

I want to make an interger toggle with gestures for each of my props but idk how to make it work in the Animator

spare cosmos
delicate tide
somber meadow
#

Which solution worked?

delicate tide
#

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.

frank spruce
#

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?

delicate tide
frank spruce
#

It should already be in there but I'm not sure how to check

delicate tide
#

On your playable layers, look for the menu

#

Then you can add submenus to your emotes

frank spruce
#

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

short ferry
#

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

mortal hill
#

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

steady token
#

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!

somber sequoia
#

parameter defaulted on in the animator?

desert elk
desert elk
#

Okay, it seems the names got switched like I thought

steady token
desert elk
#

does your avatar make both hand gestures in game or only one?

steady token
steady token
desert elk
#

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

steady token
#

It just sill does the RockNRoll

#

I've tried animating with the finger as well and it still only does rocknroll

desert elk
#

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

steady token
desert elk
#

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?

steady token
desert elk
#

Huh

desert elk
#

that's odd

steady token
#

I really do appreciate your advice tho

#

if you have more or suggestions don't be afraid to say anythingvrcAevSlap

desert elk
#

Is the same animation selected here?

#

I can't see cause it's a bit blurry

upper shoal
#

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,,,,,

steady token
upper shoal
desert elk
#

make sure you have the correct gestures layer dragged to your avatar. If yes, then... I have no idea

steady token
#

thanks anyway!

#

I fixed it

#

dude, I just had to have it as the gesture layer

mortal hill
#

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 herevrcBotThink

desert elk
#

you must've misunderstood me or I wasn't clear enough

steady token
#

for some reason xD

#

so sorry

#

ty

hard maple
#

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?

silk thorn
#

Anims get carried over with the export.

hard maple
#

oh, so animations from action editor will be exported too?

silk thorn
#

As long as it's part of the export, you will see the anims on the fbx

hard maple
#

thank You very much x3

#

and i can active them by using animator inside unity?

delicate tide
silk thorn
delicate tide
#

Ah that's fair. Thanks.

frank spruce
#

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

arctic ginkgo
#

does the animator layer control not work for the base layer?

arctic ginkgo
#

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

arctic ginkgo
unique stirrup
#

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.

arctic ginkgo
somber sequoia
#

You'd basically convert HSV to RGB.

arctic ginkgo
#

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

somber sequoia
#

ah right, avatars, nevermind me, I've been doing world stuff all day

unique stirrup
#

That's not exactly answering my question...

arctic ginkgo
#

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

unique stirrup
#

That. Yes.

arctic ginkgo
#

i usually jump 10 or 20 in the hue value between each frame

unique stirrup
#

Wait, so you're telling me I need to manually make an animation with each RGB channel slider?

somber sequoia
#

one animation with various points in it that you use the motion time to move along with your hue value

unique stirrup
#

existential pain

somber sequoia
#

it's not that bad 🙂

unique stirrup
#

The problem is that I'm trying to sync it to a texture hue shift.

#

I added a rimlight to it.

unique stirrup
#

Ok, I figured it out.

#

Now for the next part: Saturation.

#

... Dear god help me.

novel oxide
#

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?

desert elk
#

Is there an animation on by default that changes the texture?

silk thorn
dark jay
#

how do i turn a video to a avi

novel oxide
#

nvm it was that i found a animation that they didnt put with the rest 🤦‍♂️ thx

desert elk
#

nice 👍

silk thorn
#

Like converting video formats or?

unique stirrup
#

Ok, new question: Saturation slider.

arctic ginkgo
#

How do i disable auto footstep when you stop?

#

not permanently, just for a toggleable custom locomotion

warm hollow
half grove
#

if its poiyomi toon shader there is a saturation slider you can animate in color adjust

dark jay
unique stirrup
#

Thats the problem. It wasnt a shader.

#

Its a light source.

ornate zinc
#

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!

arctic ginkgo
#

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

somber sequoia
ornate zinc
#

Do you do that in unity?

somber sequoia
#

no, Blender

ornate zinc
#

Oh, I am still learning blender. I will try that out when I have access to Internet again

somber sequoia
#

ah yeah, you probably can't do much in Unity

white moth
#

Can anyone help me figure out why the armatures aren't linking correctly?

somber sequoia
#

linking?

white moth
#

Well it's linking but I'm trying to figure out why it looks off

#

Like the shoes arent on the feet properly

unique stirrup
#

New problem: Trying to make a "brightness" slider for my avatar.

white moth
#

Legs for some reason going in inwards and the arms going in

unique stirrup
#

And its for a light.

#

Thing is that the hue slider works, but I tried making brightness and saturation sliders, and they dont work.

white moth
weary viper
#

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

weary viper
#

Idk what im missing but yeah im pretty new to it and I haven't found anything that could help online

open spindle
#

my avatar is shorter for other ppl on my screen is normal

paper plover
#

I need help with converting an fbx file

subtle veldt
#

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

young obsidian
#

Hey does anyone have a flag that works on avatars

half grove
#

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

safe berry
ornate stump
sweet crypt
#

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?

junior void
#

depends

inland seal
#

Im having a problem where my body is dark while my clothes are bright. Idk why this happens

timber wharf
#

use anchor override to chest bone or smth in every mesh renderer

#

and ofc check shaders settings

crystal kernel
#

How low is the pull value

#

On the phybone

south agate
#

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

junior void
#

Be more specific. "Bottom hole " and "top hole" tell me nothing

#

Do you mean the neck?

#

If so, use vertex snapping

south agate
#

i meant the neck holes

south agate
crystal kernel
#

Hm, can you send a screenie of the component

obtuse aurora
#

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

crystal kernel
#

Sorry man I'm not so knowledgeable on UV

junior void
#

generally speaking, youd rather redo the texture than trying to refit the uv to the texture

agile reef
#

@marble lily

marble lily
#

Any help regarding this error?

junior void
#

blender 2.9 why D:

#

theres an unofficial cats ready for blender 4++

agile reef
#

I have no issues with 2.9

crystal kernel
# marble lily

I also get errors when activating cats but it still appears on the left

#

Like a fake error

desert elk
# marble lily

are you getting the correct version for your blender?\

desert elk
crystal kernel
#

Can you try setting it to like 0.8,
if it still stuck then a different thing has influence over the rail

desert elk
#

get 4+ and unofficial

marble lily
#

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?

twin raft
#

it automatically sets the correct export settings

#

but you can just do that manually too

crystal kernel
#

Wait what are the correct export settings

#

I've been using default blender export settings

desert elk
#

FBX all, no leaf bones

#

from what I remember

crystal kernel
#

Icic

junior void
#

i assume cats does not like special characters

marble lily
#

interesting

warm hollow
#

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..

marble lily
#

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?

warm hollow
#

there could be a slider you can use to shape the hoodie. Some avatars use this for a "dynamic" hoodie pull with a physbone

marble lily
#

@warm hollow okay, so in theory if it doesnt have blendshapes then what

warm hollow
#

did you export your fbx correctly? If you have Apply Modifiers enabled when exporting, your mesh will export without any blendshapes

#

You'd want this turned off before you export

#

optionally also check your model in blender to see if it does have blendshapes