#avatar-help
1 messages ยท Page 51 of 1
if you mean clothing parts, UV tile discarding
not worried, I almost never have over about 40MB of texture memory anyway
and, while better than blendshapes or other methods than uv discarding, they still require draw calls
right but it's a single drawcall
fair enough
No it's not?
If you have different materials for those clothing, even on the same mesh, it's separate draw calls
Correct, but I didn't say I was using multiple materials, at least in most cases.
Then you should state that. I read it as you having multiple materials for each clothing item
Other people would to
what specifically read as that?
OK, I wouldn't have made that jump without being specifically told, but I can see how you might have.
Merging everything in Blender keeps the materials separated
You have to combine the materials
not if its assigned to the same mat already, no
Yes - but most of the stuff I'm talking about is already one material
No, but if they're separate clothing items that you're merging yourself, they won't be using the same material by default
I can definitely see why you may have assumed this
A lot of people think that you just merge everything into a single mesh and that's optimal, when half the time it's not
Yeah that's not the best
Each separate material still gets imported into Unity as a submesh internally anyway
was wondering, if i imported a model into unity then put it in a scene, then i went and modified it in blender and replaced the fbx, how would i go about fixing the bug where the model doesnt show up at all
Use the same export settings as the previous export, and also do not unpack the avatar prefab in Unity
what if its already unpacked
Use pumkin's tools to transfer everything to a packed one and don't unpack
got a link to the tools for me?
no but search for "pumkin's avatar tools" should find it quick
in the server or in unity
or on google
alrighty got it
hey does anyone know where i can find the model for this tail? (ive seen it on multiple mayu's but i cant seem to find the model of it)
anyone know what exactly makes particles work in warhammer pvp worlds? mine do nothing despite having collisions with everything and collision messages
iirc collision messages don't do anything on vrchat avatars
then what is it that makes them work
they have collisions with everything
they send collision messages
do warhammer pvp avatars have triggers??
I wasn't aware these worlds existed, so definitely don't know what they do
the worlds where avatar particles do damage
and apply various status effects and whatnot
news to me, that sounds cool
m
well anyways if anyone knows what causes avatar particles to do damage in avatar pvp worlds let me know please
Please do it here, I want to know too ๐
My model's hair is changing color specifically at different angles, this happens in vrcc unity and in vr chat. I'm unsure how to fix it?
Perhaps a shader issue..
theres a vrc package for raycasting
maybe they use that
they don't use raycasts though
they're particles with travel time
and the travel time matters
it appears to be some form of shader issue
check light probes
that didn't do anything for me for some reason but it is related to the shader color step
oh well ive got it functioning now
any vrcfury users know how to fix this error? i used the same setup on my other avatars and never encountered it
look at what animations are in the states in that layer. I'm assuming there's none and that's what VRCFury is saying, it'll just remove them
you can make an empty animation if the states shouldn't actually do any animations, like if they're just parameter drivers or something
there are animations in that layer
the exact same type of animations vrcfury accepted before
ah well, that was my only guess. There's a VRC Fury discord too though.
oh hmm, are the animations in that layer actually valid? Maybe they refer to avatar components that aren't present?
the animations only affect the models blendshapes, and they work in the previews
huh, weird then
i tried disabling vrc fury and they still dont work,
the debugger says the parameters are being changed but the animations arent being played
virtually always when vrcfury says a layer doesn't contain valid animations, it indeed does not
how can someone make avatar constraints between quest and pc?
just upload the same constraints to both platforms?
also use VRC constraints, rather than Unity ones
i found the issue, the animator components are only valid in the editor when i click the skinned mesh renderer, which is weird cus normally the compents are valid when i click the parent
and how can someone do that?
just use the same constraints?
how can someone use constraints?
i fixed it somehow but i have no idea how
i just need to remake all the animations (yay!)
what fun
does anyone know how to fix this artifact? strange shadow-ey lines on certain places of the model, it does not show up in blender, but it does show up when in unity preview / ingame.
all of my UV texturing makes sure to include a few pixels already, so it's not some stray pixels getting in or anything
have you compressed the material image?
That is mipmapping and the texture not having enough padding
Add more white pixels to the edges of the uvs
oh ok so i've found out yea that is the case, not enough pixel padding. but it is curious on how much is really needed since when im close to the mirror (less than 1 ft), it looks fine
then when i back up 5 feet or more i start to see the lines. looks like some dynamic texture compressing for VRchat avatars, makes sense
so i'll have to max out the padding and might need to remap uv to have white be the base color and color in black
anyone know how to fix this? Im trying to upload an avatar to quest
i can get a better picture
just the top few errors
hmm looks like issues with package versions. close Unity, go into VCC and upgrade everything that has an upgrade available
it's on one of the materials.... hard to say which though, unfortunately
Oh i know Im only using one material
oh, then look at that one
What should I set it too
as it says, one of the ones under VRChat/Mobile.
which you pick depends on what you want your avatar to look like
I tried, It completely breaks my texture
in what way, specifically?
Im tring to use my mc skin it works on pc but i dont think i can get it to work for quest
its alright
Thanks a lot for the help though
okay. There are a few common cases that are easy to spot if you can describe it but up to you
hmm, could be vertex colors, the vrchat shaders use those. You can remove those in Blender or I believe with vrc quest tools
all right. Im probably gona try to get this to work some other time
Thanks for you help
idk why hes black tried a new material and its not working
are your normals inverted possibly?
let me check in blender
the normals are alright
when i convert the shader to a quest one he becomes black
@left gull
any vertex colours on the model?
how do i check that in blender
its one of the dropdowns under the shapekey/blendshape section
err lemme get a screenie
there
make sure theres none there
yea i dont have vertex colors
vertex colors?
oh that got asked
no
does it still look black when the normal map is removed?
yes
damn
do you have the metallic cranked up?
0.5 in blender
yeah that might be just with worlds though
convert the model from a fmdl which mgs5 uses to dae file
โ
nevermind, I was having weird issues with metallic too high in some world lighting situation, it likely wouldn't apply here
err you could swap shaders to one of the other ones under VRChat/Mobile/ and see if any of those work though i cant remember which ones do and dont have normal map support 
@cunning swan are you on like proper latest sdk n stuff?
yea
Does anyone here know why parameters would say that there is still not enough space when I have removed and added avatar compressor?
I have tried everything
this wha happens when i use a quest shader
and I am getting rlly annoyed at unity
then it should mess up stuff in unity editor too
and that means your maps are not vrc made one, read docs for standard lite and fix maps me guess your metallic is inverted
idk im already pissed because i tried to convert something from mgs5 to a normal texture file
cant expect to rip stiff from other sources and expect vrc shaders to work along
supposed to be hand made
are you adding stuff with VRCFury during upload? they dont tend to add the params unless the upload is successful iirc
Nope, not during upload
hmm, you could try VRCFury's unlimited parameter script if your model is planned to be a personal and isnt using any crazy setups toggle-wise as a temporary fix
your unity might be bugged out a bit though so saving and re-opening the scene might update your parameter size if you actually deleted stuff from the list
Already tried this, still won't work with. I also tried saving and reopening the scene
maybe just ddog
@left gull with upcoming distance animator disabler id be very conservative about timing stuff through time
is there a way to make a toggle be able to disable visemes?
i use very wacky facial expressions that just dont get along with em
Does anyone know how to fix this? It will not let me edit the avi info, no matter if I close out and restart unity, or close the tab
could just be taking a while to load
It wont load, even after the 2 hours we have been out
Look in the console for spammed errors, and clear the pipeline manager if you haven't already (if this is a new avatar)
you can use VRC Animator Tracking Control to disable them
https://creators.vrchat.com/avatars/state-behaviors/#animator-tracking-control
ty
nothing is working stll
I am gonna try to see if a new project will help
Is there any way to make the dissolved color transparency change after lock in the material ?? I want to make dissolve animation when turn on the clothes and change the texture. At first, it works, but after i lock in the material, when i tried to change texture animation it just make my clothes dissapear since the dissolve transparency locked
Right click it and pick "animated when locked"
you can't actually swap the texture, but you can change color or scaling/tile parameters
If you want to actually swap texture, you need two materials and an animation - dissolve the first, swap to the second one, and un-dissolve
Can you provide a screenshot of your console
There is literally nothing in there
no errors or warnigns at all
You might of disabled errors from appearing in the console. The top right of the console has buttons to unhide/hide debug,warnings, and errors
Nope, I have everything shown
Then I'll assume it's due to connection issues with VRChat on your network, there's troublshooting steps on this page https://wiki.vrchat.com/wiki/Community:Connection_Issues
If i record different material dissolve alpha it still count as 1 material on the animation. The problem is if i change the material after dissolving the first one, my avatar will be naked for the first second, is there any way to make the dissolve animation for the two material happen at the same time
do you have two animations or something? I'd do it in one.
For this clothes i have two animations, the one is for the turn on, and the other one is for change the texture/material
I mean for the swap specifically
Only one for the swap texture/material
show that animation instead of that last image
Actually i figured it out i can just make material with invert main texture and dissolved texture and then do the animation. But the turn off animation didnt work cuz i changed the material
What i mean bout the turn off animation didnt work is like this
hey that looks pretty good
quick question, the nkd proto is a fbx file, do i just import it or do something else ?
import the fbx into unity, do the rest of the avatar setup stuff (watch tutorial videos)
I'm havin' an issue with physbones on a model, it's workin' on PC, but not for Quest and I added the bones to the Quest version and uploaded before I tested earlier
anyone know of any good eye look settings
Ehh... how do I fix something like this?.. like this on both hands.
Fine in editor, obviously
might have something to do with the bone rolls
How can I edit the default radial menu? New to this and wanted to know how I could be able to see these toggles; for example to move them around or deleting "motion"
how can I remove gonso's license ? I have the receipt and everything if u need it, but this shit keeps me from being able to edit avatars
how can i make a physbone go all over
removing gonso isnt permitted on the model's you've purchased its in-place to prevent avatar leaking and edits, anyone helping you with it would be helping commit piracy and isnt allowed here
you're kinda SOL in that aspect but you could always contact the creator about it or if the creator cant/wont help worst case scenario contact the site where you purchased the model from about a refund (though this sometimes wont work and will 100% get you blacklisted from purchasing models from that creator and their friends again)
Bruh I hate this gonso license bruh, I can't edit avis anymore cause of it, even creators who don'tcare if u edit their avis, and it's not like I'm leaking it either
I wanna be able to edit the avatar I bought
and also like 90% of creators don't do refunds
I get what u mean tho
you're kind of out of luck just don't buy a model that has that license in future
yes it sucks but that's why you should contact the creator directly before a purchase (and though few offer it its always good to reach out just in-case)
wish they'd say it uses gonso on their pages though atleast in the description somewhere
and that's what I'm trying to say
so ur comment was weird
Which creator was it that you purchased from?
so their store Page doesn't mention the don't edit it anywhere in its terms of service?
How do i know if my avatar can be seen by other people? I have the "build and test" avatar ready and viewable by me in my private instances, but how do i make it public or how does that work?
Upload it
It's under the "other" section of my avatar selection, and i can set my avatar to it
other people are not able to see it
and other people i mean pc users/pcvr
not worried about quest right now
test uploads wont load because they're not actually uploaded its all local to your account
do i go onto the website or sm
U p l o a d it
you use Unity to upload an avatar
Dont build and test
it should be a little checkbox near the bottom of the upload panel iirc
oh it was this i had on private
watch the video tutorial
o ok i will reference the above video
anyone who owns manuka or atleast know how she works, how do i add a custom expression?
hey, how can i prevent this from happening
Do you know which part of the body?
yeah it's the ears
Try set physbone limit angle, or set immobile type to world.
Does anyone know why my avatar is in the ground and why his feet are backwards?
did you apply transforms when exporting from blender?
I did not
I'll try that
Its still broken
are the knees slightly bent so that the ik knows which way is forward?
That shouldn't effect it. I bent the bone in edit mode slightly and its still giving me the same issue
The legs aren't backwards its just the feet
Its about the rest pose, not how you pose. It's either the knee is too straight and/or your foot bone, which we cannot see here, is not facing forward. But since you don't seem to want to try suggestions so, good luck.
So I uploaded an avatar yesterday and it was fine, 39.98 on the uncompressed, and 8.43 megabytes, but I added a staff to it that I decided to take off today, but when I took the staff off and tried to reupload it, the avatar now says it's at 18.98 megabytes, and at 45.5 uncompressed
And I only took the staff off
And I tried putting it back on and uploading it to see if I did something wrong, and it went to 19 megabytes
Trying to cutout the legs and arms with alpha mask but i can't put both into the same one mask. I can either choose one or the other, is there a way i can possibly add multiple? I've tried cutting out the mask to fit both and it still makes unity like "????"
shit, the uv might be that brick wall
the more transparent ones are the legs
the more whiter ones are the arms
i tried merging them and it didnt work, i tried cutting out the duplicates and it didnt work either
i deleted a specific part to see if anything will change, it just.. transparents it? its so weird
i inverted
you know, usually an alpha mask is a black and white image
how this works also depends on the shader youre using
liltoon
i tried inverting the colors to black and white, didnt work
it did its thing of hiding the entire body
Hey guys! I'm trying to make a gun system that's is able to swap hands but I'm encountering this problem of the hand not tracking (already setup a Animation Tracking CTRL)... For now everything is in the FX Layer... If I move to the Gesture layer it still not working plus the fact the animation of the swapping is not working anymore
Can someone give me a little help? :/
whats your rendering mode, where did you add the mask? share your shader settings
i added the mask in "Alpha Mask" in liltoon on replace.
rendering mode? erm
where would i find that perhaps again?
OH YEA
nvm found it, it's on cutout
Like i said though the legs and arms by itself alpha wise is perfect, but not both
i see no reason why that would be as your arms and legs are on the same uv. so technically, this here should work (pay attention to the mask being a black and white image, not a transparent one)
Did that excatly and it didnt do anything
transparency up, body gone
cutoff up, body gone
are you sure the image you got is for this avatars uv?
yes its specifically for the avatar "Manuka"
they match as shown here
its just one is for arms, one for legs
idk how i somehow confused unity
beats me. i did this once and worked perfectly. but its been a while
i prefer poiyomi so there goes that
guess option #2 it is
i tried with poyomi too, been also confusing it
it does the same thing regardless
isnt there also an import setting thing where you can set it to use alpha from color vs alpha from actual alpha channel
maybe thats set wrong?
it is 6am and i realized i did the mask entirely wrong
thanks for your help
Update: I swapped again on the gesture layer (parameters were missing), but now if the animation is not played yet hand gestutr is working but if I play the animation the hand gesture is not working anymore
Does anyone know if its possible to change where the avatar speaks from and hears from? As far as i can tell its the head but i cant see where in the head or if thats even possible to change, Like can i for example move my "mouth" to my hand?
As long as it has visemes you can
Or you can make It so if you talk if you have it set up the right way it can move the things you want to talk
But have to set up an animation for that
would this move where the audio comes from as well?
Howd i make sit point collider on the quest version ?? Ive tried to use box collider but the validations doesnt allow me
remove box collider, seat get some auto box one (only tested this on pc but they do appear)
I use the empty gameobject for now, but it covering the wholemap
@somber sequoia did anyone end up figuring out what makes pvp worlds do their shtick
I haven't heard anything or looked into it yet
With the new VRC Parent Constraints, how do you reset the "Freeze To World" position?
I have an empty as a source set toas a source, and that moves with my avatar. But checking "Freeze to World" box - even with rebake set - doesn't set the new position to be the emptys current position. ๐ค
howww do i make it do tpose instead of bike pose. disabling preview mode and switching the animator doesnt work
pumpkins avatar tools -> avatar poser or use a new fbx, perhaps transfer items over also using pumpkins
does anyone know why this is happening to my friends avatar
i thought he had something on the animator but its empty
im not sure what else could cause it
you need to explain what "this" is
its stuck in a pose?
check the rig config page for errors
if the animator seems fine, likely something broke the humanoid rig config
Clear playables in VRC descriptor and see if the avatar is still doing it.
where is that in the descriptor
never mind
i didn't know what you meant but now i do
im confused about this, it seems contradictory?
so is it still the case that without three fingers, there won't be IK for the lower body?
its says sdk2, its not in use for like 5 years
fingerless models work just fine can confirm myself.
ok cool ty
How could I use imposter settings to show a game object that's normally hidden?
Trying to figure out why weight painting on this one mesh looks fine in Blender but messed up in Unity and in-game (jagged, some vertices stuck in place). anyone have general pointers on why this might happen ๐ค
show the weight paint, also, you should look at the local bones, you may need to smooth bones near it.
does anyone have tips and tricks using poi to make a crystal like effect? i have reflections and matcap but i feel like there is something more fun i could do?
emission?
theres also a glitter option
hi, so i got to notice that anytime i look up and down, the chest and the whole avatar is going to move up and down as well for most avatars, is there any ways found to fix that yet?
Sorry for the dumb question but my avatar came with this fully modeled gun, and I want her to be able to draw it. But it seems firmly rooted to her leg. I'm unsure what's rooting it in place. I'm unsure what to look up to find out.
henlo! help
this is not a moveable sprite, its basically just a brick that is attached to the avatars hips
there is a way to make it work, but that process is far above my pay grade
This is probably a shot in the dark but try uppacking the prefab?
Hm worth a try, thanks.
What preprocess tool are you using? VRCFury, or Modular Avatar?
Something added from VRCFury has streaming mipmaps off on a texture
usually VRCF enables it
look in the assets responsible for your vrcfury prefabs and look through the textures, and make sure the streaming mip maps is enabled
all of my assets are vrcfury ;-;
these are thems?
mip streaming would be the option, yes
okay perfect
Tried to go on my own as far as I can, but can't get past this
Show the details of the last error
NullReferenceException: Object reference not set to an instance of an object
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder+<>c.<CreateContentInfoGUI>b__85_0 (System.String selected) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:1364)
UnityEngine.UIElements.PopupField1[T].GetValueToDisplay () (at <332857d8803a4878904bcf8f9581ec33>:0) UnityEngine.UIElements.BasePopupField2[TValueType,TValueChoice].SetValueWithoutNotify (TValueType newValue) (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.PopupField1[T].SetValueWithoutNotify (T newValue) (at <332857d8803a4878904bcf8f9581ec33>:0) UnityEngine.UIElements.BaseField1[TValueType].set_value (TValueType value) (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.PopupField`1[T].set_value (T value) (at <332857d8803a4878904bcf8f9581ec33>:0)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.HandleAvatarSwitch (UnityEngine.UIElements.VisualElement root) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:1581)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <27124aa0e30a41659b903b822b959bc7>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.Exec () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
The thing that really confuses me is that the offline test thing always works but the actual publishing never does
that error is likely a red herring
could you screenshot the full log when trying to build and publish?
what is your avatar named?
"Base"
in the sdk
If I remember right I think it was
herewegoagain
could you screenshot the sdk builder panel?
not the avatar descriptor, the vrchat sdk window where you upload
It looks like this
spawns two errors everytime I flip between the authentication and the builder page
you dont have an avatar name or description?
that is weird
id suggest restarting unity
make sure to save
Everytime it does the same thing though, so at this point I'm just gonna have to leave it to whoever is genius enough here to figure it out
like in the auth tab
bruh
In fact it's not letting me do the publish until I do that, only for it to fail and then I'm back to the grayed out screen with errors
this goes crazy
Oh trust me I'm also on my fourth project
I've been making a new project everytime it fucks up
nah, its just a Certified Unity Moment
Just to check what version of unity and the sdk are you using?
2022.3.22f1
windows

Alrighty unity reinstall we go
godspeed goober
thanks goober
still failing
actually over
At this point I'm probably better off uploading the damn thing and hoping someone figures it out
Sorry if this isnt possible but Im trying to set up a avatar so that it can have two sets of gestures on it that can be swapped out by a toggle. How can this be achieved? What about what I have set up is wrong?
Does anyone know what causes this issue? im adding some clothes to this avatar but when i use the avatar ingame or test it in play mode
it just gets curled up into a ball
that's about how I'd do it
Configure the rig in the model's import settings, click pose>reset in the inspector, and then pose>enforce t-pose
You are a legend โค๏ธ
alrighty, i have an avatar where the audio crackles/ statics the hell out, but not for me only for other people
if anyone has any idea on what that could be, pls reach out or somethin
Does anyone recommend a good avatar creation software I can use that is also beginner friendly?
well you need Unity at the least. Beyond that... are you building from scratch? Or you got a base and want to modify it? Need more info.
Would prefer having some type of like base avatar I can edit and add custom accessories too. But I can also make one from scratch.
that's pretty inconclusive... so uh... Unity at least.
Alr
Also anyone know why VCC keeps saying there isn't a unity editor file when I have unity editor installed?
is it the right unity?
if so I think you can tell VCC where it is? I'm not 100% sure, I don't use it
It's like unity.66014 or smthn like that.
I downloaded Unity HUB from where vrChat character creation support page told me too
oh, that's why
I encourage you to thoroughly read VRChat's docs on this, they're pretty clear as to how to get started, and that includes installing the latest supported Unity, which is 2022.3.22f1
I forget how to make a facial animation not play when playing a different animation on the FX layer if someone can remind meee
i thought it was like this but seems im wrong
that's definitely a way to do it
doesn't seem to be working for me
unfortunately, you'd have to check all the materials you use on the avatar
haha yeah, it's there somewhere ๐
yeah hmm, the original facial expressions still plays' over this animation so it doubles up and uses both facial expressions at once
hmm I thought you have to put that on an animation state before your actual animation
not sure i understand :v
like maybe I should put this tracking controler on the original facial expressions?
I mean can't you have a bool like... face_anim_x-on and that checks for it?
And if its false exit to an idle state
entry -> wait for expression -> set tracking control -> do actual animation -> restore tracking control -> exit
you definitely can do this too
Yo question for yall
Can you create avatars on a macbook?
yes
unity and blender can both be downloaded for mac
How do i make the blendshape options default/permanent? so if i export the model to VRM the blendshape changes stay
i dont even know where to start for asking help about this.
the only thing ive done is specifically change the fbx of the dress to fix some clipping.
when i went to test her it has her stuck in t-pose and the perspective pov is rapidly zooming when i move my mouse?
in unity the orb is where it needs to be in her face and hasnt been touched since last testing
Anyone know why my hinge physbones work perfectly in Unity game preview but in game they dont act as hinges?
What do you mean VRM
its a file format for like desktop mate or vtubing
I would apply them through Blender by applying them to your basis so they are permanent
Sure
I dont have any knowledge of VRM files so I cant help with that
But I can see if I can maybe try and help
comes exported with all of this other stuff (light/camera/whatever) and if i delete the light the shading looks weird (weird jagged shading on the feet)
and im unable to edit the materials at all
Your import settings probably is why
deleted this originally cuz i thought i found the issue. i didnt and now im super confused
i applied all transforms that were present. its upright on blender and the view for unity, but not when i test the animation and on the thumbnail in unity its laying down on the ground. any clue how to fix?
someone said to check "bake animations" and the option literally isnt there
and i know it should be there because ive used it before
For Blender export I think
what should i check
Leave it I meant your Unity import settings
oh okay
Do you mess with that at all
no
Turn Read/write on possibly
And Legacy Blend shape normals
on
Change the materials through the materials tab on the import settings
I have no idea if this will work just taking a shot in the dark, who knows
how do i fix this
is it possible to make different expression toggles change the texture of a costume in unity (using vrcfury) without creating 6 different costume models?
i got a costume with 6 different textures and i would like to be able to hotswap them on the fly but i dunno if there is an easier way to hotswap then just creating 6 different costumes, syncing them all, and changing the texture of each costume
I would also like to be able to change the texture of my avatar depending on the expression chosen if that is also possible
its appearing fine even in the avatar config, im super confused..
its applying a rotation as well??
nvm, fixed it in a really weird way
RENOU!!!
Yeah, I was also looking at that
It's nice to see that avi
I've been following the adventures of the creator learning about avatars, and I can say with confidence, that they are on the right track for sure
That makes me happy ^^
yeah it's cool seeing them learn new things, and the format of their videos and stylization of their characters is so appealing
it grabs my attention and holds it hostage
even though i already know pretty much everything covered in the videos ๐ญ
Yeah, same
I'm just curious about their journey :P
It's neat that they also care about optimizing
Heck.. they even learned about DBTs!
That's awesome! Not many creators seem to do that, who make base models
the oil one is fucking hilarious
Does anyone think they can pm to help me out with avatar questions, [blender and adding toggles]
what are your questions?
Is there any way I can make the T-pose match the Vrchat pose?
the first picture is the pose that the animation that vrchat uses gives me
the second is how it should be
I tried to turn the hands the right way myself, but it doesn't look very good and it takes a lot of time
(setting all values โโto 0 won't help)
Your best bet is recording animations (poses) for the different hand gestures, and making a custom gesture controller
Is there a way to get parameters working for props
like I have an emote but it has a prop with its own animation and i can slow down my emote but the prop speed doesnt change with it
@odd helm secondary animators are uncontrollable, you can only convert its animation into proper fx layer animation (fixing pathes)
how would i convert it
@odd helm you slap same animation but on your fx, every property turns yellow cause path to properties is incorrect now, then you edit it so it is correct, probly this can help but never tried https://github.com/hfcRed/Animation-Repathing
or just open .anim file in some text editor like np++ and use replace all to add correct prefix
okay, another question, how to fix the legs? it seems that in idle vrchat calculates the distance to the chest bone itself? (I tried to pull the chest bone forward, and the legs followed forward)
how can I fix this? I guess that I should make some kind of custom controller but I have 0 knowledge in this, and the animations in unity look okay and the legs are even there
Im having a problem where it says that I have 5 physbones out of 8 that can be used, but it still disables them all on quest. idk why
try a empty skeleton and use constraints to move the legs or it will try to drag your legs below your head
like this?
yup
How do I fix the clothes coming off when i pose it?
Okay this might be a really stupid question. But would it be possible to make a game run as a avatar asset. The Gumboy is a asset that lets you play simple games like tetris, but would it be possible to make a custom game console that would be able to run a game like pokemon emerald since its like 7mb?
Guys what should I do if my avatar fails to upload due to "avatar validation failed"๏ผ I tried using vpn and detaching/changing avatar blueprint but it doesnt help. I believe it is due to a new gadget which is using modular avatar. I updated my modular avatar but the issue persists.
Take a look in the info item above.
do you mean the ones in blue?
Somehow it worked, not sure what I did
I will send screenshot if I can recreate the problem
i try to make my own avatars but i thought it would be cool to have a actual game i could play kinda like gumboy does, i wanna try and see if i could make it work but im also pretty new at avatar creation and not sure what the limitations would be for a project like this or if its even possible
It's not down to the size really
It comes down to complexity, and all the logic
You'd have to remake the entire game in the FX layer basically
Also, don't listen to that "professional creator" lol.. that's a scammer most likely
ahhhhh okayy, i get it. so being able to make the game would be pretty unrealistic.
Yeah... it would be pretty damn hard
something simple as flappy bird or pong is doable (just a bunch of random stuff) ive made something similar to pokemon i guess drops off a avatar in world another get near they take turns to do stuff (its just rock-paper-scissors really)
still need help
Yeah, that works
But recreating an entire Pokรฉmon game is definitely not viable
I think the rig is not happy about this lol
I set all the bones to the fake rig in the rig settings in Unity, and then connected the raptor bones to the fake one using rotation constraint
oh, this is a video with a different rig, it only has fake legs, but on a full fake rig he behaves absolutely the same jerky way
these horrible games are doable in vrchat on a avatar (please dont)
This would be nostalgic
LMAOOO i love the please dont
I would like to play around with the idea in the future, and i just remembered plug and plays were a things, i used to play this game as a kid could be fun to atleast make a model for if anything
Yeah, that sounds like a fun idea
hey, I can't find a place to fit "Body_Roughness.png/ Body_metallic.ping" in my avatar body's inspector...
I found a metallic option but it was just a slider, I'm using poi toon
as for body_roughness.png, I also couldn't find where to fit that, am I missing something?
basically they don't have a slot i can put the png's into
You find them in shading, in the reflection part I believe
There is 1 big map in the reflection part that you can open to drop the different maps into that are related to reflection
Apparently it's all sliders, I don't know if it has anything to do with the fact I'm using a good rank avatar
osc?
osc is basically a way for other programs to talk to vrchat. if I can put them in a radial menu itl work in osc
You see the Packed Maps?
That is what I meant
but right now it only works through shift+f4 or w/e
For poiyomi, it's packed map texture, meaning one texture combine multiple kind of texture.. You take a look in packed map slot.
Expand that and slot the textures into there
@desert elk
ah, I've never heard of that, so I can't help
theres a channel for it #avatars-osc
oh okay, I hide everything I don't use so I had no idea xd
alright. ill try asking in there. thx
Still need help ๐ญ
apparently not allowed ๐ฅด oh well
if you not spamming, it's fine. just transfer faq and remove original then
I want it to look like the first picture, But when i join the horns or attatch the left horn mesh to the head, it looks like the second picture. How to I make it work?
invert normals
select the mesh, go into edit mode and press A. now go to mesh>normals>flip
the other solution is to delete the messed up side and put a mirror modifier on the normal side
then just apply the modifier
it looks like whoever made this (idk if it was you or not) just duplicated the first object and then scaled it to -1 on the X axis, which will flip the normals
it just doesn't show it when the transforms are unapplied
guilty QwQ
Im still a little new to blender stuff
Its fixed now Its just a little more transparent than the other horn
looks to me like they are using different materials, also the one on your right seems like it doesn't have smooth shading on
an easy way to ensure they are identical though is to just use the mirror modifier
so delete the problem one and then put a mirror modifer on the correct one and apply it
which of these settings should i use to export an fbx into blender?
the fbx is already in your assets if the model exists in the first place
so this addon makes no sense
help?
i added more shit to my model tho so the fbx in my assets isnt gonna match that, is it?
did you set the rig of your model?
then add them in blender
what are you trying to edit in specific
only import that into blender
then export ontop
just wanna make a texture atlas
no i dont know how to
i'm pretty sure this is for exporting animations or creating fbx files from a transform in your scene
okay, click on your Avi in the hierarchy, click on "select" on the right side (I think it was twice), press rig and set it to humanoid
if your Avi is humanoid that is
then ya, just rebuild the avatar in blender
fuck
its not hard just do an armature merge
alr bet
it will automatically add an animator to your avi
you may need to correct the bones assigned if the naming is wonky
bro ive never used blender before it IS hard because its my first time and i have no clue what that means ๐ญ
well if youre trying to atlas i assume that means youre trying to get it to poor or above
which you dont really need to atlas for
here comes their 40 materials avatar
im atlasing so i can quest optimize
cats can help with that, armature merge
wouldn't reducing the amount of meshes also be quest optimization?
i have that but havent seen that setting myselg yet
i mean yeah but i only changed hair, clothes, and added one accessory
im in it but nobody actually helps me there
i asked the same question from before to them
you're not, it says '1 mutual server" and it's not the cats one, it's this one ๐
maybe you were there before
i thought you meant blender but alr
guess ill rebuild the avi in blender tho
@desert elk in here?
Howdy, I created a backup of my avatar using the Creator Companion feature, however when I tried to load the original one back up. I get and error asking to start it in safe now or ignore now VRCFury, PumpkinTools, and all the other similar assets I have on the project are no longer functional/missing. I have tried readding them but no luck, any thoughts?
Click configure in the rig menu and correct the bones in there
and autofix the things you can autofix
@oblique pumice
i got this
your rig doesn't match your model
cant i just use mixamo
mixamo rigging is not good
why
let me ask, how did you rig this model?
because it is automated, it doesn't know how your character is supposed to move, you do. it will get things wrong
it's good for matching animations to your model
but not for general rigging
oh
it looks like it was done by metarig
another automatic rigger
i use like the thing on blender
yeah, you should definitely rig it yourself. It's not that hard to do tbh
time isn't difficulty, but yeah generally making a game-ready character model does take a long time
and that's why avatars are expensive when you buy them
even if it is easy it's a time consuming art
and it isn't always easy
just saying that regardless of the difficulty for a specific project, it always takes a long time
true
i'm having a strange issue
i have these objects parented to another transform
but for some reason they are separating..
this shouldn't be possible, none of them are animated or have constraints
nvm i'm stupid
it's physbones
i forgot to make them ignore transforms
We are all stupid
Except kazin, probably the only one that has made it out of the pit.
๐ญ
Capture from scene camera not working. Is there a way to fix this?
Have you click capture
looks better! you need to weigh paint it properly and it should be good
there are problems with that rig
shows up blank
I mean yeah, but it looks better then it did before
It crashed.
the feet should not point inward and there shouldnt be those hip bones there
Yeah but dont tell them its fine when there are issues to sort out before weight painting yknow, itll make their life harder
did you save at least?
I dont use it myself but ive heard that theres a plugin called Rigify that you might be able to use to automate the process
Also for that rig, the trunk needs 3 bones (hip, spine, chest) then a neck and head bone and position accordingly. you have 2 extra bones in the center stack
I genuinely didn't see the feet
Basically my laptop turn to a black screen when I saved it..
ouch
Ye
Anyone know why my hinge physbones work perfectly in Unity preview but in VRChat they dont seem to be working as hinges?
So, I'm trying to make an avatar, and I commisioned someone to do the bone work for me since I have no idea about how to do bones. They gave me some mainly the arms and the spine but didn't include any legs, so when I put the avatar into the game it just T Poses.
My goal is to just have the thing slide around while moving instead of walking like a regular avatar. If anyone knows how any help is appreciated.
add fake legs or it will not be humanoid
I'm not sure how to do that
put bones that aren't weight painted to anything
?
Watch a tutorial on bone edits in blender
uh... I did what?
I've tried but I don't really understand them
you don't really have much more options other than paying someone then
any idea how to make everything less flat/poopoo qquality? and getting the lashes/metals to look right? this is my fire time making a custom avi and i just moved it into unity
I already did
That's how I got the bones to begin with
sounds like you need more
Anyone got a unity shader to use those game textures that come multicolored? Such as ones from warframe
Multicolored meaning non-standard, not the actual albedo texture but something more rainbow, presumably to allow color edits in-engine
any decent shader, really
?
maybe you have an example?
hey @somber sequoia any idea what i could do to make my loco layer not reset me to the default walking animation as soon as i walk
i have a custom standing animation
which does play
until i move even in the slightest after which it plays the walking animation and then leaves me in the default standing anim
until i move via joystick again to reset back to custom standing
Please don't ping me for new questions, I'll usually help if I'm around and have answers
I'm not at my pc, but I found this image on Google. Basically, the textures look like this. Usually there's a specific shader people use, like for Destiny, but idk what people do for warframe besides maybe texture baking
And that's obviously not what the guy is supposed to look like
I know nothing about warframe but it seems like a generic shader and clever albedo texture would do this just fine
i am so confused
if i stand perfectly still it keeps the standing animation it has
if i even move my hands it resets to the default that it SHOULDN'T EVEN HAVE since proxy_stand_idle is GONE
Tried parenting and all that found how to make the bones but it doesn't connect
In the properties box (bottom right) for the bone, you can click "connected" to make the bone's head be stuck to its parent's tail
do i have to murder my walking animations
Managed to get them connected but I can't paint anything in weight editor for some reason
is there a parameter for angular velocity
so i can return my feet to tracking if i'm rotating so they don't just slide
or is that what angularY is
Do you have an Armature modifier on the mesh object? If so, did you select the armature, then said mesh object, then go into weight paint mode?
if they're supposed to be fake bones I don't think you need to weight paint them
Yeah, angular X, Y, Z could be useful for this
They are but is the whole model supposed to be blue, because appearently that means its unweighted
But did eventually find out how to paint it
issue, the angular values fluctuate aggressively to the point of not being reliable for this
is there any way to smoothen the transition from tracking yes to tracking no?
so this snapping doesn't happen anymore
how do i combine materials and atlas textures
how do i make white skin like this?
texture hue, brightness, and contrast shifts
am i forever doomed to have these dents in the side of my selestia's thighs because for some reason the blendshape for it only exists on a version of the avatar that i put into blender for the quest side?
i tried just switching to that version but quickly realised i wouldnt be able to keep the cyberpunk aesthetic because its atlased and the maps wont work on that
So is the model supposed to like this??
so the animation is smooth when going from animated to tracking
but snaps from tracking to animated
if anyone has any ideas on how to smooth out both please let me know but until then i'm off to troubleshoot
Escaped the pit of endless mistakes.
Haha only sometimes!
yeah, okay, i'm stumped
i have no clue how to even begin troubleshooting this when the transition from animated TO tracking is smooth as butter
yet the transition back to animated, which has the exact same settings, just... doesn't
is the legs post to be like that
positionally or transitionally?
also, supposed
because positionally yes
but it's not supposed to just snap to it
im sorry for my grammar mistake im dumb as shit
does anyone know how long it takes for people to see ur request in #1330999499086368839
oops i tagged mine
sorry
aren't we all
if even kazin ends up not knowing i'm afraid that i may be fucked
... seriously, I don't know everything!
Okay so the guy I commisioned gave me an update with the model with legs but now it looks like this.
so no clue here either?
haven't even read it yet, I just walked in the door
oh
Im trying to change platform to Android but it give me this error:
Does anyone know how to fix this
do you have android build downloaded?
Does anyone know how to fix this too
oh same thing - I use FBT so I haven't looked into this at all
no comms tho im broke
nice name
wasn't luck ๐
The default rotations of my avatar's left leg are slightly off whenever use gesture manager in unity or whenever I load the avatar in-game on desktop. I have no clue why this keeps happening, since they line up perfectly in blender and before I hit play in unity
anybody got like rigged car keys so i can jingle jangle like markiplier
are the bone rolls 0 in Blender?
no, but they do seem mirrored
mirrored in what way?
oh I see. Set those (and all the humanoid bones) to 0
well fingers and toes you can do whatever is appropriate
I thought you were normally supposed to do this for the legs
every avatar I've worked on in Blender has the roll for all the humanoid bones and eyes at 0
ah gotcha. Wasn't sure since my legs are digitigrade
possibly it isn't your issue, but it's one thing to check
so there's technically two pairs of legs
is this a digitgrade setup?
maybe sunshine can help
yeh
Ok I've worked with a few of these, and still have all my rolls at 0
What's the best way to set up the rotation constraints for the feet if the 0 roll rotations of the two different feet types vary?
so i press ctrl v and my unity project is broken
it shouldn't really change stuff as far as I know. I'm not using that particular method at the moment, but my typical method for such constraints it play with it until it works ๐
In blender mostly I use local space
?
a) what did you paste
b) what does "broke" mean?
Turns out they completely messed up the chest bone and broke it even more.
Does anyone know how to fix this
drag the right bones into the right slots
the hips one probably shouldn't be the armature root
Well again, he doesn't have a chest bone
then you can't use the humanoid animation stuff and all the IK VRChat provides, you'd have to setup base locomotion yourself
Well it was there before he just removed it idk why
Seen here
There's something sticking out of the top in the model in Blender so Idk if he resized it on accident or what
setting the bone rolls to zero didn't seem to work, would it be an issue if the fbx avatar config gives warnings about the character not being in a T-pose?
it can, but it seems not always
Wait, appearently the arms are the legs some how?
it's guessing. if it guesses wrong, you drag the right bones into the right slots to correct it.
Okay
So its just the chest that's missing
It also says the spine has a bone length of Zero
does anyone know if there's any way to detect playspace movement with params
Velocity{X,Y,Z} parameters
those seem to only detect player movement via joystick
actually moving around the room doesn't trigger for shit
ohh you mean walking around, yeah I don't think you can get that
well fuck
in that case i guess i'm sticking with standard tracking locomotion for standing then
since sliding around slightly while crouching or prone is fine, but standing looks awful
actually, is there any way to change the tracking movement
offset it if you will
the simulated movement with inverse kinematics
because if so then what i'm doing here is entirely pointless
i dont understand this issue at all, i cant make my model humanoid
you have 2 different bones named hips
so the rig importer is shitting itself
because it can't figure out which hips are hips
and which hips aren't hips
it's the same with head
i have renamed them slightly should i rename it to be even more unique?
head, his, and i think both feet and hands are unique bones
should be fine as long as they're just not both called Hips
I'm guessing that's two armatures for some reason
yeah, i did blender stuff and its pissing me off ๐ญ
i renamed them and its giving the same message
it seems like it's wanting the plantigrade knees to bend at an angle
i feel like i did it..
one issue is that the hair doesnt work
it doesnt follow the thing
wdym it doesn't work?
it looks to me like the hair is the only thing moving..
also you made a ful rig setup like with drivers
what do you mean doesn't work?
I was wondering what does were
yeah, you must need bones and weight painting
I'd assume it's not weight painted properly atm
bro there isnt even vc to screenshare in here
I MIGHT just be going a little bit insane
yeah I don't know why you have two armatures. It should probably have one.
the clothes probably
idfk either
do you have maybye a vid that you could send me in dm
if the clothes use a separate armature, export that as a separate file
honestly I'd just merge the armatures into one
i also dont know how to do that
i opened my blender file just now and its all purple all of a sudden which is annoying
missing textures
you can use cats for it ๐คญ just please, use a higher blender version then last time, in order to avoid bugs
you can also do it manually
there are tutorials online, I don't remember from the top of my head
i might fucken cry bro oh lord
i might actually hate doing this ever since i decided to lay a finger on blender
but my pride of wanting to quest optimize is too strong
what version could i use that i can actually use cats on
I recommend blender 4.2 with unofficial cats, so far I had no problems with it. It's very stable
where do i get unofficial cats??
yeah, this
got it
I modified the leg bones so that they're perfectly straight and parallel on the X axis but even then the plantigrade knees still want to bend sideways (the pics in unity are without the digitigrade constraints since I'm getting sick of doing those over and over)
I put the digitgrade constraints into a prefab
how does that work? Are you just replacing the entire armature?
im making a sergal for my quest friend and as far as i know the quest shaders are ons sided and dont allow transparency. is there any way to make it use transparency without using particle shader?
she says she has seen sergals with this exact model on quest that have transparency here to make the fur look good and i don't understand how that is possible
(the purple fluff that has the transparency is on a pc shader)
also, I figured it out, it's a bug with the vrc sdk. The proxy_stand_still animation is what's making the legs misaligned
modifying that so that all of the values for the legs and feet match fixed it
i am scared, alone and dont know what to do
im restarting in blender '
usually id use the fix model button but its not there now so how do i get rid of the extra bones?
fix model is only for mmd and vrm models, if yours isn't that don't use it, it'll break
and the extra bones, if they're nothing important, just delete in edit mode
if it is an mmd or vrm the button has been moved to MMD Options
press TAB on your keyboard while having the bones selected/highlighted
upper-left dropdown may say "object mode" - it lets you change editing mode to those appropriate for the object you've selected.
tab goes between the most recent or most obvious
im in the edit mode now so im guessing theres some sort of other secret keybind that lets me select and delete more than one bone at a time?
try that one instead other was vertex groups
didnt expand
basic blender - shift- or ctrl-select object to select multiple
ok yeah that one worked but i already made my way half way through them anyway ๐ญ
Hi everyone. I've been trying for several days to rig the eyes of this model of Whisper the Wolf for VR chat and I've gotten pretty close. Since the eyes are a single plane I tried using poiyomi decals to animate them, but for some reason whenever I hit play the default position of the texture switches from 0.5 on y an x to 0. Is there any way to fix this?
i had to remove and edit some stuff on an avatar, so i duplicated it but it wont let me upload the duplicated avatar. how do i upload the duplicated one
you have different materials for each eye, on the same object? You'll need to use the "renamed when locked" feature in Poiyomi, otherwise all materials on that object will receive the same change to the texture position
(I'd consider merging those into one material also)
how should I add a particle trail to the wingtips?
in blender or unity?
in unity, im not done setting up the uv maps, was wondering how its done so I might have an idea when I get to that point
put a particle system component on a game object
ah
I have a prop animation and it works in animator but when i test it witht the avatar emulator and in game it doesnt work
but works with other models
anyone know how to reparent a bone? i put the left shoe on my right foot bone
in blender I assume? click the bone in armature edit mode, and either look at the parent option in the bone properties (bottom right of blender), or select the parent bone and ctrl+p
im ngl i couldnt figure that out because i dont know where anything is yet, could just swapping the shoes work in this case
theyre just slippers so they both look the same
can confirm it worked
probably they're weight painted to the opposite feet now, but you'd have to try it
that doesn't look right at all
LOL
Dunno if itโs a โhelpโ type thing but does anyone know how to do walk cycles in unity ? I see avatar creators using them for showcases and such.
Does anyone know why cats crashes blender when i hit fix on a model after fixing the bones
well the Idea was to figure out how to do it with one eye so that then i can apply it to both. for now "renamed when locked" doesn't seem to do anything.
I could set up a fifth parameter for looking straight but I'm afraid the eye is just going to jump to 0,0 in between states
you have to also lock and then animate the parameter. Poiyomi's docs explain how this works
im trying to make a quest optomized avatar but the avatar builder keeps telling me it has too high of a poly count despite the fact that the model only has 3160 faces
faces != triangles (aka polys)
any idea why i keep gettig "failed to upload file?"
ive tried to detatch the blueprint and do a fresh upload, didnt work
i was updating an avi with no0 issue then suddley i got the error
no idea why
checked the consoe didnt help
looked online didnt help
I see 16 errors in your console, probably check those.
are we allowed to edit the vrchat standard shader to include just something really simple like [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Culling", Float) = 2 or is any edit to it not allowed at all (im just wanting to turn culling off for sections of my thing a ma bob)
already did, i always get those and they havent caused any issues befoe
nope
feel free to paste the first 2-3, I'd be surprised if they're nothing
i always see these, like all the time, and i can upload avis fine, the only new one is the failed to upload file
hrm
i was able to update it for my own account on pc and quest without issue, then i switched to a friends account, updated for quest, and then when i went to do pc, it gave me the error and now i cant update it at all for both sides
all in the span of 2 mins
idk if that says anything on what could be going on
I'll try that but are you sure this will solve the issue of the texture teleporting to 0,0 I'm fine with one eye controlling both for now, I just want something that works to begin with
nope, not 100% sure, just taking some educated guesses based on the multiple materials thing.
I'd need to actually investigate your project to give you a certain answer
model legs stopped moving with thebones in blender how do i fix it
Failed to upload often causes by avatar thumbnail failed to upload. So try changing the thumbnail image or choose smaller image.
make sure the armature modifier is present on the mesh object and points to the right armature. Make sure the legs are weight painted.
sorry for yapping here rq๐ญ
this is my second model that ive worked on from scratch, the first time i did the uv mapping and texturing it worked out completely fine but with this second and current model i'm having issues where the textures are overlapping on the wrong uv, and i can't fix it even after swapping everything to the correct uv map/texture
each part of the mesh like the body and face are separate and have their own individual uv mapping, yet as you can see his face thinks the body textures belong there even when i swap to whats supposed to be his face texture so i'm confused on what i mightve potentially messed up on
UV maps are part of mesh objects, you don't "swap" them.
Are these objects using different materials?
idk what i did but none of the bones move my model anymore
check both things I said? Could be you deleted the vertex groups which contained the bone weights.
sorry, i suppose i meant swapping the actual texture maps ^^ still fairly new to blender
i've added different materials for each uv map but doing so turns the model completely blank. i've looked in the shading tab as well to make sure the textures were connected to the model but same issue with it turning fully white happens when i do
hmm not sure why you'd need a different material for each uvmap
question: how do people get trasparent materials on quest avatars
