#avatar-help

1 messages Β· Page 52 of 1

inner pier
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leaving only one material slot puts me back at square one with the textures being in the wrong spot so at this point im unsure... apologies for not being able to explain it any better 😭

trim rover
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because all the shaders that allow for transparency (even the ones listed within VRChat/Mobile) seem to be disalowed by the avatar builder

cunning grove
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Hes completely fine if i bend hin backwards, but the clothing clips when i bend hin forwards. How do I fix it? Ive already tried weight transfer and data transfer

ornate stump
somber sequoia
trim rover
ornate stump
cunning grove
raven sun
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Update: I tried reanimating with renamed when locked on and now she looks down when no receiver is on and when the sender touches one of them it goes from the bottom left corner

trim rover
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so im guessing that for future refrance i should not try and make quest avatars have transparent bits

trim rover
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but i see other queast avatrs doing it

somber sequoia
trim rover
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as a potental quick and dirty solution you could just add a blendshape that crushes the body under the cloths to reduce clipping

somber sequoia
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yeah - that can get you close, often you still have to weight paint manually afterwards

trim rover
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but other than that you'll have to paint manually

raven sun
late lion
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any advice on making this look more like a silver metal? im using a poiyomi matcap but i havent done anything else to it.

trim rover
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what do i do if an fbx has the blendshapes on one of it's meshes show up in unity but not the other mesh

somber sequoia
trim rover
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yep

somber sequoia
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make sure you don't have an un-applied modifier on that mesh object

trim rover
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thanks

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that fixed it

somber sequoia
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yep, gets me sometimes too

trim rover
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yah, I took a long break from vrchat and i've forgotten half the things i need to watch out for

pastel nacelle
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Quick question;
Is there an "always" good way to make a blendshape that shrinks a mesh into another mesh? Like a rule..?

I've been trying to shrink some gloves into my hands but no matter what position I put them (once shrinked to a single mass of vertices) it blows out of the hands when I close my fist.

Is hands just very difficult/impossible or I'm doing it wrong?

somber sequoia
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you have to make sure the mesh stays aligned with the bone it's weight painted to, because it'll still move along with the bone even if shrunk

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it's one reason I dislike this method

pastel nacelle
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Okay so maybe not shrinked to maximum but just slightly under the skin might give better result..

I also hate to do this but I'm optimizing for vrcPerfGood and my 2nd mesh is already a jacket so I'm looking for another way if I feel like removing the gloves πŸ˜…

somber sequoia
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I'd try to just shrink it along the bone it's assigned to, in a line, rather than a point

pastel nacelle
trim rover
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if you are in blender you can try alt+s

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it scales in a way that compresses the mesh without shrinking the whole thing and will get you close to the bone structure

somber sequoia
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Yeah - that plus being picky about what you select can do a pretty good job of it

grave flower
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I'm so sorry for this I'm new at this πŸ˜…

I Made a model from VRoid Studio and I have no idea how to make it into a avatar for VRChat, I've read the instructions for it but i don't know what i use to put it into VRChat.

(Sorry if this doesn't make sense)

somber sequoia
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vroid -> blender -> unity. There are lots of tutorials on this

grave flower
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thank you ~w~

dense parrot
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alright ill try asking here, every time this has been asked its been completely ignored tho from what i can see in the discord search:

I am having an issue with unity where when i go to import ANY package it gives the error failed to import: couldnt decompress package

I have completely RESET my pc in attempts to fix this with no success. i have nothing else to try, windows install is new, VCC and unity freshly installed, files all on C drive. i have no clue how to proceed

somber sequoia
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any package, as in a .unitypackage ?

dense parrot
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yep, poiyomi, avatar packages, etc.

somber sequoia
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and what exactly are you doing to import?

dense parrot
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this error only recently started happening, and i can confirm it happens for packages i succeeded uploading in the past

somber sequoia
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huh interesting

dense parrot
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i have tried dragging the file in, i have also tried importing manually through the drop downs to get to custom package in unity

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same results either way

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i have enough disk space on all drives, (over 500 gigs)

night ember
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You answered my question before I even asked

somber sequoia
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yep, mine too

dense parrot
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yeah figured that would be the first ask lol, its what i keep seeing people post online

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in my current state im in what can be considered for all intensive purposes a brand new PC. i have WIPED my C drive and started fresh on win11

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issues persist

somber sequoia
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"intents and purposes"

night ember
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Typically either your project is fucked
Your unity version is corrupted
Or no storage space

dense parrot
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yeah ive tried other unity versions, ive tried multiple projects, and confirmed enough space

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happens on a brand new project too

night ember
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Or for whatever reason could be unity cant read&write the folder unity uses

dense parrot
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see thats what i thought, i figured my permissions could be fucked. but surely that shouldnt be an issue after a full pc wipe?

somber sequoia
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I wonder if it decompresses into a temporary space first, and that's not accessible

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I don't really know Windows though, so that's a guess

dense parrot
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fails to import when run as an administrator as well (i know unity doenst like to be admin but still for testing purposes)

night ember
somber sequoia
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yeah - I know they're either zips or tar.gz files, just wasn't sure where that'd go in windows

dense parrot
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unity really doesnt do a good job with these console logs

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i get nothing from this

night ember
somber sequoia
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directly? Okay

dense parrot
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ive tried changing project folder locations as well, default location, desktop, root of C, etc. all have same results

night ember
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Atleast that I am aware

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Where are you getting the packages

dense parrot
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my poiyomis are all from the patreon, the avatar sources are from different places, jinxxy, gumroad, etc. i have quite a few collected over the years.

i have tested with a freshly downloaded poiyomi

night ember
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Hm

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How clean we talking with your pc reinstall

dense parrot
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ran the Reset PC part of win11, chose to start fresh and wipe the drive. running on a brand new local account. extra drives on the machine have not been formatted as of yet. i have no unity paths pointed to them though. for testing purposes i have all locations on the new C drive

night ember
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I got no clue

dense parrot
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damn

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idk where to go from here, this is depressing

proven dome
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help 😭 how can i fix this?

somber sequoia
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explain "this"

proven dome
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that was fast,

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the screenshot shows the bolded eyebrows and the bolded black around the eyes, is there a way to fix it or amek it look more nromal for quest?

somber sequoia
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are those not supposed to be there?

proven dome
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the pc versions face looks like this

somber sequoia
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(assume that we have no idea what it should look like)

proven dome
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..so.. you think taht would look normal..?

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LOL

somber sequoia
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got it. So I'm guessing there's some alpha transparency here. You'd have to remove any of the mesh you don't want in Blender, since you don't get proper transparency on quest

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and also I don't make assumptions as to what you want your avatar to look like.

proven dome
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damn i have no knowledge of blender i'll try to see,

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i understand that but i dont think people would belive that is supposed to be normal for quest avatars.

somber sequoia
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I don't know what you think is normal, so I don't assume

proven dome
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alright?

wild egret
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I've changed the mesh for a FBX and I want to re-import it into unity. I only want to change a single mesh. When I add the fbx into the scene, I can delete everything except for the skirt (which I updated) and the Armature (which the skirt is linked to for the skinned mesh renderer).

How do I tell the new skirt (ClothSkirt) to use the original upper armature and not the armaqture from it's own fbx? All the names in the armature hierarchy are the same as I didn't change them.

night ember
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Blender

wild egret
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Currently, it's linked to the lower armature Hips. Simply drag & drop isn't enough for this.

night ember
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You need to do it in blender

wild egret
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And no, replacing the FBX in-place doesn't fix this armature issue.

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I need a unity solution.

night ember
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There isnt a unity solution

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You cant just transfer a mesh to another armature

wild egret
somber sequoia
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well...... you can but you need to do it in code and it's probably not what you want anyway.

wild egret
somber sequoia
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I'd do this in Blender, as Diven said

wild egret
night ember
somber sequoia
somber sequoia
night ember
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Next question then

wild egret
night ember
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why is it unpacked

somber sequoia
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yeah you're doing this very much the hard way

wild egret
somber sequoia
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bring it into blender, merge armatures, export, drag new model into scene, pumkin's tools to transfer stuff over, don't unpack the prefab in the future.

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then further updates are trivial

wild egret
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That can well be my noob skills as I'm new and I eventually unpacked the avatar.... πŸ˜…

night ember
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Unpacking prefab is the entire reason why it isnt synced

somber sequoia
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yep, it happens

night ember
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You literally unsynced it

wild egret
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So I should have never unpacked the sapphy avatar?

somber sequoia
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correct

wild egret
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Welp.... So I can re-do all of my avatar changes from the last weeks on top of a fresh prefab model?

somber sequoia
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yep - again, Pumkin's tools can help with that

wild egret
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Shall I also unpack my custom changes like new hair etc. as well or not?

somber sequoia
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I'd attach new hair in Blender too, but that's up to you

night ember
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Just put it together in blender then do the unity specific work of setting up the avatar and physbones

wild egret
somber sequoia
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yes

wild egret
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Hm... Before I do this. I'll test this. I need to make sure, that this will work, before I redo the work.

somber sequoia
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of course

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make backups, etc.

wild egret
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What about the prefabs of things I buy from booth?

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Can I unpack them or not? Or should I ever unpack anything? And what can't I do, if I don't unpack something?

somber sequoia
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what about them

night ember
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If they tell you to unpack then go ahead

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Some prefabs are made of prefabs that were built in scene to begin with

somber sequoia
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yeah - if they contain rigged meshes then the same rules apply about unpacking

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i.e. try really hard to not πŸ™‚

wild egret
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Hm... I wish I had known that I shouldn't unpack my avatar prefab ... πŸ˜…

Well it's probably only going to be a thing of a few hours to go through all changes I think I've ever done and move them to the new packed prefab.

Thanks for the info. The code approach would still be funny though... But if that's not what the community uses then it's technical debt / risk.

somber sequoia
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ah - I don't think it'd work after unpacking though

wild egret
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This is from the instructions for the hair I got from booth. I gues this means, that I should unpack the prefab, as otherwise I cannot move the armature parts? Should I unpack selectively or simply everything?

somber sequoia
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maybe. not really worth looking into it though

night ember
somber sequoia
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so if you insist on doing this in unity instead of Blender, I'd either use AvatarDresser to install this, or do an Armature Link with VRCFury.

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but yeah, I'd do it in Blender.

wild egret
somber sequoia
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what?

wild egret
night ember
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If you dont unpack then it doesnt break

somber sequoia
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no, if you have a packed prefab you simply overwrite the fbx, everything stays on there unless you do something very drastic

night ember
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Otherwise if unpacked then you require an IDENTICAL armature and export settings to not break

wild egret
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*blender I mean

night ember
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If the armature isnt identical it breaks no matter what

wild egret
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is there any program to read fbx files and do diffs of the metadata or so?

wild egret
night ember
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No

night ember
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Endbones are what cimmonly break it

wild egret
# night ember No

🩡 πŸ˜† 🩡 πŸ˜†

πŸ€·β€β™€οΈ I don't know what I was expecting.

wild egret
somber sequoia
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unpacked? yes.

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packed, probably not

wild egret
night ember
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All unity sees now is a hierarchy with an independant mesh attached with armature data

wild egret
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So I created a new test avatar and imported the hair into it. I only unpacked the hair stuff and moved exactly two elements into the avi armature.

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Now this is my approach:

  • import original fbx into blender
  • make a minor change, e.g. decimating the skirt a bit to reduce triangles
  • export to new FBX with my established settings

Now I have two options.

  1. replace fbx in unity in-place and check if that works. If not, then try 2.

  2. import fbx into unity and then into the scene (check that import settings are good before). use pumpkin copy tools to copy old avi stuff into the new one. make manual changes since hair was unpacked. and HOPE that this works.

Does this make sense?

somber sequoia
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sure.

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Pumkin's Tools - note spelling.

wild egret
somber sequoia
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no, I just want to make sure you can find it, that's all

wild egret
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OOO 🀯
It works!

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Approach 1. with replacing the FBX worked.

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I can see the reduced polygon count in the VRC SDK!!!

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thanks for the hints!!! @somber sequoia @night ember

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Ok. I'll test this with changes to the hair fbx now then.

somber sequoia
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nice

wild egret
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Ok. The polygons also went down the hair. Now I need to just open in VRChat and check, that the hair and skirt is moving according to the skinned mesh renderer and not detached or so.

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Ok, It works!! I have a bit of clipping, but that's because I didn't look in detail how to well decimate, so the polygons are clipping into the lower clothes for the skirt. Whatver.

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Welp. Now I know.... Don't unpack your prefabs xD

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That's what I am going to do next then. Recreate my avatar without removing the prefab.

somber sequoia
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yep!

wild egret
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How would I remove armature to optimise it in unity? Not change the blender armature and only remove the bones in the unity packed prefab?

night ember
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You cant

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Thats something strictly done in blender as doing it in unity breaks the parts that are weightpainted permanently

wild egret
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Ah, ok. That's okay for now. I'll think about that later.

somber sequoia
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also don't waste your time with that when you have as many mesh renderers as you do - focus there

wild egret
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Until now, all of this is optional, as my core experience is on PC(VR). And my avi is already VR-standalone compatible. But I want to be able for the avatar to be seen on mobile - for which I need to get below 20k polys among others πŸ˜† 🀭 🩡

It's not my highest priority thing, but a fun thing to optimise sometimes. Just to see how far I can get.

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And I do indeed have friends wanting to use mobile and already being on VR-standalone.

sharp wharf
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wont let me make a name or anything

fallow gulch
radiant ice
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Hiya!! So i have an issue with my avi when i upload it to android my pc account cant use it does anyone know why??

somber sequoia
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because those are different platforms, you can't run one on the other

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you'd want to upload that avatar for both platforms.

radiant ice
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but how?

somber sequoia
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upload the first, copy the blueprint ID and paste it into the Pipeline Manager on the second, upload that

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there are lots of tutorials for this

radiant ice
dark jay
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Whats the best way to parent or make a coat that has bones not clip i was going to use it as a coat toggle

crystal kernel
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That is the best way to toggle

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For coat physics

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Have a phybone with an angle limit

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Play with the limit degree and yaw etc so it's unable to move backwards

wicked pine
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would someone be able to help me isolate this issue? Broken PPtr in file(blahblah)

fallow gulch
junior void
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No harm in that being there tho

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its just a reference to an animation layer that has been removed, telling you theres a floating reference

wicked pine
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ahhhh! well the cleaner got rid of it so it seems good! thank you both. now what about this error?

fallow gulch
wicked pine
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perf! thank you!!

low horizon
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Can someone tell me if they had an issue with an aviator's parameters being messed up before being able to upload it?

earnest tinsel
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how do i add a texture to a material

left gull
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drag it into the materials albedo slot

crude pumice
earnest tinsel
#

so

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i did

crude pumice
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By dragging and dropping

earnest tinsel
#

but its giving me a 🚫

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over it

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??

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i made the new material

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I have the texture

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it just wont go onto the material

crude pumice
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Legendary material setting in FBX

earnest tinsel
#

?

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where is that

crude pumice
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I can't show you cuz I'm not on my pc

earnest tinsel
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qwq

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well

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i got it on

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but

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its blue?

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it has a blue hue

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fixed

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nvm

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alr its good

crude pumice
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Soo before you touch the complicated stuff watch a tutorial and learn the basics

earnest tinsel
#

so, now that i did that, what is the EASIEST way to compress

crude pumice
earnest tinsel
crude pumice
earnest tinsel
#

i kinda need to compress rn :/

crude pumice
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No you don't

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Learn the basics

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Otherwise it's a waste of time

earnest tinsel
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im gonna do what i feel, which is finishing

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ill learn those after

crude pumice
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Yeah cya

earnest tinsel
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im followin a tutorial

crude pumice
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Those tutorials suck

earnest tinsel
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ok then you help

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:/

crude pumice
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Nope

earnest tinsel
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i wanna get this done bc ive been puttin it off for days

crude pumice
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I told you already start with the basics.

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Learn to configure and set your FBX correctly.

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And also avatar descriptor

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Then you get to the shader.

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The shader is where your texture will be in and also where you'll do your compression

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Once you learn all that

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Use BC7

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As compression.

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And that's in your texture settings

oblique plank
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im not sure if this is the right channel to put this, but i came across this afterimages thing that got sent to me, i was just wondering if anyone knew how to fix this, it only stretches on the chest area and locks to the point where the avatar first loaded

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i am still pretty new to avatar making so im just stuck on what i could do to fix this

timber wharf
#

weightpainting in blender, these verticies are not weighted to any bone

oblique plank
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how do i weight them πŸ˜…

tired blade
#

My model in unity look like this everytime I try to edit with blendshape. Is this normal or is there any problem with my model?

balmy barn
#

(pose mode is another way to see wich vertices not following)

junior void
desert elk
#

but that toggle uses transparent materials

faint gate
#

whats the difference between an animation and a blendshape exactly? πŸ˜…

junior void
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an animation may animate a blendshape to increase or decrease, or it may animate bone transforms or whether an object is visible

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blendshapes are shapes on meshes, items. they dont do anything by themselves unless you turn them up/down or animate them to do so

faint gate
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ok. so I need a blendshape to animate something?

junior void
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depends what exactly youre wanting to do

faint gate
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(Im trying to move my avatar's hands and im a little confused how the default VRCEmote's do it)

junior void
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generally, you dont want to use blendshapes to deform mesh to be outside or offcentered from a bone

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if you want to move limbs, animate them limbs via their bones

faint gate
#

✍️ goootcha

junior void
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so why do you want to move the hands? to do what? play a dance or something?

faint gate
#

so im trying to use the in built OSC to synchronize my handtracking on desktop to the game. Ive already managed to do this with facial expressions so its not so much a problem of OSC as how do I set this up. anything that I can put in the radial menu's works

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what I gather I need 2 seperate puppet controls. and to make those I need to give it animations what I gather?

junior void
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the big difference is that facial expressions are blendshapes, thos are really easy to animate and vrc does not hog their values

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as for hands, those are tracked and they use bones. iirc you cannot easily animate humanoid bones. you may need to set them to "animated" state first, then use your animations to do xyz and finally, set them back to tracked so the player regains control. this is only from faint memory though, i may not be all correct on the hands thing

oblique pumice
#

can i send someone the blend file so they can help me with this issue..

junior void
faint gate
#

why do I need player control at all? not like I can use my hands on desktop

left gull
oblique pumice
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its a blend file..

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but not like here in dm

left gull
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thats still file sharing??

balmy barn
#

πŸ’Ύ < dont copy

left gull
#

you could make a post in #1139216499123437668 to prevent your question getting drowned out + it looks like it may be a weightpaint issue

faint gate
junior void
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again, faint memory and i may be wrong this time in fat^^

faint gate
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alrighty no worries

junior void
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the hands are animated by vrchat either way. proof of that is the fact that even if you dont have a gesture layer, your arms hang down and you will see gestures

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this is the default vrchat stuff, so things are happening under the hood implicitly

faint gate
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ahhh like that. okay. no I was planning to overwrite that anyways if at all possible

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but thats fair

junior void
keen cape
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idk if im saying this right im like 1 hour new to unity but im trying to search it up and does anyone know like how to restart a like file if that makes sense

oblique pumice
#

is this good or

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not the messenge

ornate stump
ornate stump
oblique pumice
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with the head

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what do i do

ornate stump
oblique pumice
#

in blender or

ornate stump
oblique pumice
ornate stump
plain mural
#

yesterday I was told that I have to create a fake head bone so that the legs stand correctly
I did it, everything works correctly with the legs
but now the origin of the gaze and head rotation is a fake head
can I somehow fix or bypass this?

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I tried to put the view position between the real and fake head bone, but as expected it doesn't work well

oblique pumice
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cuz it stress me tbh

ornate stump
oblique pumice
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youre just gonna be mute πŸ’€

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im just gonna screen sharing

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but anyways

ornate stump
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I'm not willing to vc with anyone in general.

oblique pumice
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ok

left gull
#

theres likely quite a few how-to videos out there on how to properly setup a humanoid rig in unity in-case you still havent figured out how to do it

calm crow
#

Just a heads up I'm going to be working on FNAF animatronics and making them into avatars. I want to learn how to do different toggles for the microphone and other things as well as switching between materials

glass condor
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Can anyone help me figure out why my avatar's eyes do this in Unity when I try to set up eye look? If it helps, ill mention the fact that this is a vroid avi converted to fbx by CATS in Blender.

balmy barn
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straighten eyebones in blender , should be up - looking straight should need no value

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cats rotate thing

calm crow
proper orbit
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anybody ever seen this issue? whenever my avatar is in game/play mode in unity the head is pointing really far down and idk why its doin that or how to fix it

junior void
#

is your head bone pointing forward?

proper orbit
somber sequoia
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that's definitely not ideal

proper orbit
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well its somthing i did in unity cause i just did a dry upload with the base fbx nothing assed and it didnt have that issue so idk what i did

glass condor
junior void
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your head bone needs to point straight up

glass condor
balmy barn
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cats 4.2.2.4 ect

glass condor
balmy barn
glass condor
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because I don't have that😢

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eh guess I'll get the one that supports blender 3.6

somber sequoia
#

why use an older version?

glass condor
grim nimbus
#

anyone know where to get SPS for an avi i bought 😭

glass condor
#

I'd either have to redownload blender completely or just get the most recent support of unofficial cats

somber sequoia
#

imo get the latest blender and cats, if you actually need cats.

glass condor
somber sequoia
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I don't use cats at all, I'd just rotate the eye bones, and make sure the bone's head is at the center of rotation

glass condor
junior void
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you really dont need cats for just that

dusk elk
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Hi guys how do I upload these one by one? Because it keeps uploading the cute version and I dont know how to switch it to the other ones

somber sequoia
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usually simply clicking the avatar root in the hierarchy will select that one too

thorn eagle
somber sequoia
#

eh? Apply armature modifier, create new armature modifier.

somber sequoia
#

though I guess you'd have to do that for each part, so that cats function is convenient

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the number of times I've actually done this though is probably under 5, do others do it often?

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... really

thorn eagle
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Idk, at least I do it often enough that I find it's worth having cats for just that feature

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Pretty neat for changing proportions once you have a armature weighted

mossy kayak
#

why does it say this?? it was working fine earlier. it just randomly decided to spit this out

hollow hemlock
#

In liltoon, can i make the main color 3rd have hue ??

spark walrus
#

would anyone be able to help me with the front ends of this hair floating ingame/gesture manager but appearing normal in editor?

spark walrus
#

They might be too big or the size of the hair physbone collider could also be too big

glass condor
#

Ok I'm back, I got the eyes to work, but how do I move them independently of each other in Unity when setting my eye positions for looking straight, right, etc, cuz they both move at the same time when I rotate them.

#

My character's "looking straight" rotation looks cross-eyed lol

somber sequoia
#

that's odd. Make sure the bone roll of those bones in blender is 0, and that the correct eye is weight painted to the correct bone

spark walrus
amber gull
#

hello any idea why when i add some physbones on a cloth it doesn't move?

somber sequoia
#

show the physbone component

glass condor
somber sequoia
# amber gull

I assume this component is on the bone which that cloth is weight-painted to?

#

it looks reasonable.

amber gull
#

yes it has 5 bones attached

#

but it doesn't move at all

#

dunno why

#

would love the help

somber sequoia
#

rotating one of the bones in Unity does move the cloth, right?

amber gull
#

when i move my body it doesnt move the bones

somber sequoia
#

select the bone and use the rotate tool, or change one of the transform's numbers. Ctrl+z to revert though, you just want to see if it does something

amber gull
#

like select the white line of thebones?

somber sequoia
#

like select one of the bones in the chain in the hierarchy window

amber gull
#

sorry like this?

somber sequoia
#

yes, make sure moving that bone moves the cloth mesh. Revert your change though, you don't want it rotated by default, this is just a test

amber gull
#

nothing moves

somber sequoia
#

are you sure the mesh is weight-painted to the bone?

#

'cause it ought to be moving if so

raven portal
#

Hey I have a problem, this has been my 1st time making a model and I got to get to build it now finally but it for some reason is being stretched like hell in the actual game when testing the build.
Would anyone know what could be usual causes of this?

amber gull
#

do u want me to select thebones?

somber sequoia
#

ah, you'd want to weight paint that mesh onto the bone you want it to move with

amber gull
#

those are the bones

#

i must weight paint them right?

raven portal
#

ah yeah I just thought of that being the problem and about to fix it

somber sequoia
#

if you want mesh to move with a bone, yes, you need to weight paint it.

somber sequoia
#

oh good

dire wigeon
#

Hello, I've been trying to learn about uploading avatars and with help from others I'm surprised at how much I've learned and how far I've gotten so far. However, I'm stuck on one issue I am having with an accessory. It's a prefab, and I changed the colors just fine, but when I adjust the scale so that it fits my av, it shows perfect in unity but never changes in game. Would someone be able to help me with this? I can't even keep track of all the things I've tried and nothing seems to be working?

raven sun
#

so yesterday i was trying to figure out why the eye texture won't move properly. Today i tried to add a "look straight" animation key to the base layer and apparently it works if I specifically edit the key parameters while play is on? I don't how or why but maybe it's a step in the right direction?

mossy kayak
#

anyone know how i could fix this issue with the fingers going in a totally different direction in unity vs blender?
clearing the roll isn't an option because the deformation i get in blender is the correct way they're supposed to bend

raven sun
mossy kayak
#

that IS the thumb

#

i still want to use thumbs up emote so i set that one as the thumb and i dont have a ring finger

#

it's not just the thomb i'm having issues with too, the pointer finger and pinky finger are pointing outwards

#

better pic, it's more separated. it's the thumb

raven sun
#

maybe try editing the bones so they match the unity picture. As far as I know the humanoid type in unity always defaults to this hand position

mossy kayak
#

i'm just not sure how to position the bones which is why i came to ask

#

^ ive seen other chunky paw models that dont do this as well, but i cant find any information on how it's done

raven sun
true salmon
#

How do i even add toggles? i have my assets imported to vcc (with vrcfury)

raven sun
thick folio
#

this isnt quite avatar help more of a creative process help but in trying to decide in which direction to take a top that im making i could make it into a body suit or just wrap it around like some ribbons any ideas

late lion
#

any idea why my slippers look normal in unity but are displaced in vrchat?

tame badge
#

I have a rotation animation that works perfectly in Unity previews but flat ignores my controlls in VR. Is there a common blunder here?

raven sun
tame badge
#

A tail, Turns out I needede 'is animated' I didn't think of that since I didn't need it for resizing

somber sequoia
#

ahh, yeah if it's got a physbone component on it, you'll need that

glass condor
#

Got a basic question, my avatar that I just uploaded floats off the ground a little when I look down, is there a fix in unity for this?

#

It's like, some weird height shenanigans going on

somber sequoia
#

Possibly move the viewpoint back between the eyes - sometimes if you have an avatar with a muzzle, you might have moved the viewpoint too far forward

glass condor
#

I'm in VR btw if that helps

glass condor
somber sequoia
#

I'm not saying you did, just that it's a common mistake which can cause lifting a bit

glass condor
#

Ik, just letting you know

#

but yeah, that might not be it. Any other ideas?

somber sequoia
#

I can't tell from that angle, but I trust you'll get it right

glass condor
#

πŸ€·β€β™€οΈ

#

oop

#

I see what you mean now

raven sun
whole panther
#

Hello!! I'm attempting to import a model I created into VRC, but am struggling to get a handle on applying it's texture in Unity
In Blender (Left) I've applied a simple emission shader in order to get it's flat-color look, but am struggling to replicate this effect in Unity (Right). I've attempted to look up countless forum posts and videos, and attempted to use Poiyomi's Toon Shader, but I really can't get my head around this application. Would anyone know of a way I could get this similar effect in Unity?
I've been able to figure out every other part of the process well enough, but this is killing me. Any assistance would be hella appreciated! πŸ™

somber sequoia
whole panther
#

That's actually what you're looking at now, sadly..!

#

Unless this isn't the menu you're talking about?

somber sequoia
#

yes

whole panther
#

Um, thank you for responding anyways!

somber sequoia
#

yeah otherwise, the squares there look like normals issues or maybe something with UV mapping, not sure from here.

whole panther
#

Oh!!!!

#

Ohohoh!!!!!

#

I had this same problem in blender, I'm an idiot-

somber sequoia
#

aha

whole panther
#

The texture is super small, I'm coloring by faces

#

So the texture is not using nearest neighbor interpolation, causing it to get crusty and create these white artifacts

somber sequoia
#

ahhhh

whole panther
#

They look like shading errors, but I'm betting it's that!

#

Now to find that setting,

main fiber
#

why do some of my avatars have their knees bend when i bend down, but some other don't? is it a tracking issue with different body styles or heights? is it the way it's rigged? is there a way i can fix it?

whole panther
#

I can see the texture getting torn asunder down there, but changing it to filter mode (point) doesn't seem to help at all..

#

Eh I just exported the textures 1000x bigger, he looks great thank you Kazin!!!

somber sequoia
#

birb

cunning swan
#

i got a question how do i retexture a already made texture

somber sequoia
cunning swan
somber sequoia
#

it really depends a lot on what you have for source files.

cunning swan
#

there images i converted to png

somber sequoia
#

can you be more specific about what you're trying to do?

cunning swan
somber sequoia
#

ok so I guess the answer is "paint cammo over where the stripes are"

#

if your avatar came with source files for something like substance painter, that might be easier. Or you can paint in Blender and mask based on UV islands.

cunning swan
#

heres what tiger stripe looks like if u dont know

sly crystal
#

Can someone help me upload an avatar to vrchat I am having problems with one I just bought uploading it

#

anyone know how to fix this?

#

There is alot of them and I have no clue how

balmy barn
#

asset/avatarname/packages/com. whoever packaged this did it very wrong ratl

balmy barn
#

wheres this av from

sly crystal
#

payhip

#

i bought it

balmy barn
#

talk to creator then cause the package shouldnt have all the crap it has in assets

sly crystal
#

I tried to dm them but they have to accept my friend request

dire wigeon
#

can someone help me understand why resizing an asset is working in unity but not in the game?

oblique dawn
#

Hi, I wanted to upload my first avatar but the SDK builder isn't showing me avatar options. How do I upload avatars in the modern code?

left wharf
#

you are using wrong sdk. you are using worlds sdk and you must use avatars sdk.
that means, you need to recreate the project as the avatar project.

oblique dawn
#

Where may I find the avatars sdk? I looked all over the websites but haven't accessed any links to it.

left wharf
#

do you have VCC(VRChat Creator Companion) or something like that? if you have, you can create the project from template.

oblique dawn
#

It doesn't show the avatar sdk for mine:

left wharf
#

click project (left panel), and create "Avatars" project

oblique dawn
#

ohh, i found it, πŸ‘ it doesn't add the packages unless I used that one button, my faults'

zinc lark
#

If your experienced with VRM how do you add the vroid expressions so they work in vrchat

calm crow
#

I need some help trying to figure out the kind of rig I should go for

odd bane
somber sequoia
# odd bane ??

unless this is the only error in your console, it's a side-effect. Always paste the first 2-3 errors in the console, not the last.

somber sequoia
odd bane
#

lemme send this

somber sequoia
odd bane
somber sequoia
#

"missing script"

#

that's your issue

odd bane
#

wat script would it be

molten pulsar
#

the one thats missing

#

likely a vrcfury or modular script tho

odd bane
molten pulsar
#

check skinned meshes

calm crow
#

well here comes the problem

trim smelt
#

GoGoLoco won’t work?
I’ve done this a million times, it has been a while but I watched some videos and I’m doing this the way the videos say but it’s no longer working. What’s up with that

#

And yes I have vrcfury installed

#

It’s also set up the same as my other avatars with goloco and they work

mint scroll
#

ported my new avi i made into vrc for testing but my camera has gone to space, any fixes?

molten pulsar
mint scroll
molten pulsar
mint scroll
#

did i uh do something wrong? this is my first avi

molten pulsar
mint scroll
somber sequoia
#

it's a checkbox in the export from Blender

#

you can certainly just re-export

mint scroll
somber sequoia
#

it's under "Armature"

#

in the export dialog

mint scroll
#

thank you!

#

unfortunately the issue is persisting

#

is there anything else i can do to fix it?

somber sequoia
#

I haven't read the history here, was just answering the one question

mint scroll
#

welp im off to reddit

trim smelt
trim tiger
#

y'all ever just suffer

somber sequoia
#

usually I'm over 70k polys by like 100

trim tiger
#

why must i be so insistent on using animator controllers as diet code

somber sequoia
#

because you can't do code on avatars?

trim tiger
#

you misunderstand

#

i'm using animator controllers as diet code with the complexity of actual code

#

and all the bajillion variables that come with that

#

hence the shitload of parameters

somber sequoia
#

oh I definitely understood πŸ™‚

trim tiger
#

hence the "GOD DAMMIT"

solemn hound
#

need help with this :p

somber sequoia
#

(and don't clip - I can't see the full text there)

karmic junco
#

Trying to add toggleable audio to my avatar but the Bool won't show up

somber sequoia
#

you have to add it to your avatar parameters list

#

(it's separate from the animator's parameter list)

karmic junco
#

How do you do that?

late lion
#

anyone know how to add shoes in blender? im doing ctrlp + data transfer but they arent moving in pose mode

urban cloud
karmic junco
#

Ohh

#

Okay, so it works! But it is super quiet

urban cloud
#

Increase the Audio Source volume in Unity or amplify the sound file in an audio editor like Audacity. You can also tweak the Spatial Blend and Max Distance settings on the Audio Source to ensure it's louder and more present.

karmic junco
#

These are what the settings look like in unity

#

The audio file itself is fine

urban cloud
#

In the Inspector, check if there’s a Load In Background setting or 3D Sound Settings that could be affecting the playback volume You can also adjust the Compression settings if necessary If the audio is 3D (e.g., you’re using the audio to simulate a spatial sound effect), it might be quieter depending on the distance from the listener.

#

Or you could Increase the Max Distance to make it audible from farther away.

karmic junco
#

When I was exporting it it said something about Load in Background

#

I just don't know where to find it

karmic junco
# karmic junco

But yeah these are all of the settings for the track in the Inspector

arctic ginkgo
#

idk i've had an issue like this too

#

@karmic junco try in unity, see how loud it is

urban cloud
arctic ginkgo
#

if it's WAY louder in unity editor it may bee too loud

karmic junco
arctic ginkgo
#

vrchat does limit avatar audio volume if it's too loud

arctic ginkgo
karmic junco
#

I don't hear anything

urban cloud
arctic ginkgo
arctic ginkgo
#

I've had issues with avatar audio volume before and was wanting to understand the potential issues and how to fix them

karmic junco
#

It was unchecked before that is

fervent spear
#

hi guys so for some reason when my friend took a picture of me i wasnt smiling? like they couldnt see my expression? it works fine in unity and other people can see it, it seems to be working fine i just dont know why in the photo i wasnt smiling, everythings synced and stuff and linked to the victory gesture

first picture is the photo my friend took (im holding the right hand victory gesture)

urban cloud
karmic junco
#

Does location on the body matter?

arctic ginkgo
karmic junco
#

For reference the avatar is around 55 Meters~ but I wanna scale it down

arctic ginkgo
#

and 55 meters is huge

karmic junco
#

Does it scale with the model if I put it on a bone

arctic ginkgo
#

i believe so but i'm not sure, gizmos can help you visualize that

#

btw your avatar is literally like 10 stories tall

#

that's 1/3 of a skyscraper

#

pretty tall

urban cloud
#

😭

karmic junco
#

What's this line

#

Messing around with the graph and spotted that

ornate stump
karmic junco
#

What's it mean, is that importaint

ornate stump
karmic junco
#

Okay, I think I fixed it

#

I just jacked the Shit out of the distance lol

#

And I was able to hear it in the Gesture Manager

#

How good is that

vagrant hare
#

yo guy is this impossible i saw one roblox avatar is r6 his no bone but 1 animator and it the body is move like a r6

ornate stump
# karmic junco How good is that

You should increase Near parameter in spatial audio source instead. Far range is going to bother other people outside of intended range.

karmic junco
#

What would you reccomend

ornate stump
karmic junco
#

?

odd bane
#

wat am I missing now 😭

ornate stump
# karmic junco ?

In other words, how far you want other people to stand and listen to your audio?

odd bane
#

wait actually think Im slow

karmic junco
#

I'm not sure

urban cloud
#

πŸ‘

odd bane
karmic junco
#

Again the avatar is huge and I don't think the audio scales with the avatar

fervent spear
karmic junco
#

The avatar is 55 Meters

ornate stump
karmic junco
#

Also the Far needs to be 20 just so I can hear it in the Manager

#

Is 20 fine?

somber sequoia
#

it's distance from the camera there

urban cloud
# fervent spear need some help with this 😭

It sounds like your VRChat avatar's expression might not have synced correctly in the photo, even though it works in Unity and for others. This could be due to the camera angle, photo capture method, or a delay in the gesture triggering when the picture was taken. You might want to test different capture methods or check if there are any issues with the expression syncing at the time of the photo.

karmic junco
ornate stump
fervent spear
karmic junco
#

In VR Chat or the game it comes from?

#

If the ladder than no

ornate stump
karmic junco
#

Oh, well not really

#

But we already made a bunch of stuff around that size so

ornate stump
urban cloud
# fervent spear ohhh alr thankyou :) so its not a unity problem ?

No, it doesn't seem to be a Unity problem. The issue is likely related to how the gesture and expression are being captured in the photo or how the VRChat camera interacts with your avatar. Unity works fine since it simulates the avatar's behavior, but the photo capture might have some timing or syncing quirks.

karmic junco
#

We added some kind of bullet thing to it, idk how well that will scale

fervent spear
karmic junco
#

This is the size of the OG (left) model compared to what they made it (right)

#

Again idk why they did that

urban cloud
karmic junco
#

Is there an easy way to scale everything down?

ornate stump
karmic junco
#

Think I'm getting it

#

If anyone knows a thing about Poiyomi Shaders, how I scale these orbs down

odd bane
ornate stump
karmic junco
#

Because that's how we made it

ornate stump
karmic junco
#

Idk probably

nova flicker
#

Can someone help me ?
I am trying to make an avatar, and im on the part where i created a hand layer to hold the facial expressions.
I made the expressions, and the layers. but when I test it in unity via Gesture Manager, it doesnt work. I would cycle through the different gestures but it doesnt work. It only apepars for a SPLIT second when i disable the gesture or immediately just enter and exit the animation. https://gyazo.com/896eb73106d3228fa49109e61c949854

Here are the settings of my expressions and animations.

ornate stump
ornate stump
crimson veldt
#

trying to add physbones to the braids, but for some reason it's not working. Would anyone know why?

ornate stump
crimson veldt
#

Nope, don't think so

night ember
#

thats not even a bone

crimson veldt
#

oh LOL

#

that's probably it then πŸ’€

ornate stump
crimson veldt
#

OH i think I found them

#

yup, found them

ornate stump
grizzled crow
#

why is the empty node not in the proper location in blender vs unity?

nova flicker
karmic junco
ornate stump
karmic junco
#

What is that under

ornate stump
karmic junco
#

Again, I didn't make this

#

I was sent it

ornate stump
grizzled crow
#

figured out the gizmo problem.

#

how do I make it smoothly transition when switching between animations via the radial menu?

ornate stump
ornate stump
vagrant hare
#

guy how can this avatar move perfectly with no bone HOW?? i want this to my avatar

abstract crag
#

Bruh I am finna cry... Spent so much money on assets and a base cause I suck at making shit

#

just for this shit to pop up at the finish line

ornate stump
abstract crag
#

I dont know how to optimize I barely even figured out how to get these assets strapped together

vagrant hare
ornate stump
abstract crag
#

imma crash out booth doesnt do refunds and this shit is not working

arctic ginkgo
vagrant hare
abstract crag
#

( user error but still )

arctic ginkgo
#

best thing you can do is sink some time into it

#

if you're fine with it being unoptimized it looks like it works (on pc, not quest), but if you want to optimize you just have to learn how to

#

there are some tools to help as well

abstract crag
#

I own a quest and prefer to not play tethered or linked

ornate stump
arctic ginkgo
abstract crag
#

that list has 20 things on it

abstract crag
#

all of which confuse and scare me

arctic ginkgo
ornate stump
# vagrant hare ok

Although R6 animation might already be available somewhere but I don't have an answer to that.

abstract crag
#

I see unsuported shader after unsuported shader

arctic ginkgo
#

also there's some things that have HARD limits on quest, target those first

honest sun
#

Could someone help? My uploaded avatar wont let me look left or right and I cant move. This is my first time working with avatars and I dont really know what Im doing.... Any help is appreciated!

arctic ginkgo
abstract crag
#

like bruh if I spent $100 on something this shit should just work

vagrant hare
arctic ginkgo
abstract crag
#

it works perfect on pc but I feel like complaining rn

arctic ginkgo
#

if i go to home depot and i want a shed so i purchase some lumber, i'm not going to have a shed, i still have to build it. I could hire someone else to or buy a premade one (and those would cost more money) or i could make it myself

ornate stump
abstract crag
#

it looks like the problem is liltoon which this entire avatar is based around

arctic ginkgo
#

it's pretty easy to do though

abstract crag
#

hmmm

honest sun
arctic ginkgo
#

first step is navigate to your materials folder and select all your materials, then change the shader to something in the "VRChat>Mobile" folder

#

there are some exceptions, you can't use skybox, lightmapped, or alpha blended

vagrant hare
arctic ginkgo
#

those are world quest shaders, not avatar ones, so they are blocked as well

ornate stump
abstract crag
#

how would I know if that shader would screw everything up and should I use one shader for both pc and quest or keep them seperate?

vagrant hare
arctic ginkgo
vagrant hare
arctic ginkgo
ornate stump
vagrant hare
warm ferry
#

Hellooo, the avatar I downloaded the other day is having this issue where, it looks completely normal for me, but then for others im half way in the ground. Ive been trying to figure this out for days, and i cant seem to do it. Ill do anythinggggg for help. just DM me

abstract crag
#

I am hardly understanding any of this

#

I am now frightened 😭

arctic ginkgo
#

@abstract crag

#

outside of the shaders, these are the things you HAVE to fix to upload to quest

#

the other ones you should, but i understand if you just want to have it working, you can always optimize the rest later

abstract crag
#

I just wanted to do Komano with a bunch of shirt toggles and a sword added... why is it taking so much space xD

ornate stump
#

With that amount of assets, this wouldn't be able to uploaded to quest due to excessive size.

abstract crag
#

wish I had known that before I spent 85 fucking dollars

arctic ginkgo
#

your total file size (both compressed and uncompressed) might also have to be cut down, I don't know what those are but judging by texture memory they are probably pretty high

abstract crag
#

I wish I could show you my unity tab so I can understand if what I am trying to accomplish is even probable

arctic ginkgo
# abstract crag wish I had known that before I spent 85 fucking dollars

i mean again, this is like going to home depot and buying lumber and expecting the shed to build itself. I am sorry you spent so much money, but you should do some research first before investing that much. At this point the best thing to do is push forward and learn how to build it yourself

vagrant hare
arctic ginkgo
ornate stump
abstract crag
#

do unused assets in my project folder get added to the file size?

arctic ginkgo
jolly wraith
#

Alright how do i fix this?

abstract crag
#

bros asking a similar quest to me

arctic ginkgo
#

when you upload the avatar gets everything it needs and strips uneccesary data before packaging everything up into one file and sending it to VRChat's servers. This is what is used in calculating the uncompressed and compressed size

abstract crag
#

only the diffrence is 100mb

arctic ginkgo
#

Quest limits are 40mb for uncompressed and 10mb for compressed

abstract crag
#

okay so what would be the smartest way to test what assets are taking the most space?

arctic ginkgo
jolly wraith
#

this is the quest side of an already PC uploaded Avatar how do i reduce the size

abstract crag
#

issue is these assets are all in japanese so I am understanding nothing of what I am reading

arctic ginkgo
#
  • visualizes size contribution by each aspect of your avatar (helps break down and find problem areas for optimization)
  • helps quickly switch between assets on avatars when uploading between Quest and PC
  • can make some optimizations on your avatar that are otherwise impossible within Unity alone
  • has many helpful tools for avatar creation, most notably Reset Pose and Copy Components
arctic ginkgo
#

it's mostly the unity stuff you need to read, which should be in english

#

or have unique icons

abstract crag
#

it looks like its just two assets (ofc its the most expensive ones smh) that are causing it to go way over between bones and storage

#

so I could always duplicate my unity project three times,

do one version with everything for pc only

do one for quest/pc only with neither of those two

do one for quest with just the one outfit thats taking too much space

#

@arctic ginkgo while I have you here, whats the diffrence between private and public upload

ornate stump
abstract crag
urban cloud
# odd bane wat am I missing now 😭

You're trying to upload an avatar that you don't own, which is causing the upload to fail. Ensure you have the rights to the avatar and check for network issues or file size limits.

arctic ginkgo
abstract crag
#

holy crap

arctic ginkgo
abstract crag
#

the amount of errors plumited

arctic ginkgo
#

what was causing it?

#

also jsyk vrcPerfVeryPoor aren't errors

abstract crag
#

ok well

#

the amount of validations problems plummeted

arctic ginkgo
#

vrcPerfVeryPoor = very poor performance rank
πŸ›‘ = error
⚠️ = warning

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people get these confused all the time and they mean different things

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  1. poor optimization but can be uploaded
  2. important issue blocking you from uploading
  3. issue that may cause disfunction OR letting you know that certain components on your avatar may be limited – still lets you upload
abstract crag
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I had a bunch of assets that had a heavy amount of textures and triangles that were designed really for pc only and removed them from the quest exclusive version of this avatar in a diffrent unity project of it

arctic ginkgo
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well that makes sense

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textures are usually the biggest culprit for memory size and file size (both compressed and uncompressed)

abstract crag
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funny enough both those assets can be used for quest avatars but only if they are like the only thing there

arctic ginkgo
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blendshapes on high poly models can also take up lots of memory, while animations can take up lots of your file size if you have lots of them and complex ones

arctic ginkgo
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imo you shouldn't be selling assets if you can't optimize

abstract crag
arctic ginkgo
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learn that skill first before you start selling

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other people shouldn't have to do it for you

abstract crag
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shoulda known it would be an issue when each one was 300mb from the download page

arctic ginkgo
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although i also will say if your avatar is unoptimized because you bought a bajillion assets and slapped them all together in unity that is a little on you, but it seems that in your case it was mostly a handful of individual assets that were really poorly optimized

arctic ginkgo
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some people just throw the sun at their avatar and expect it to work without any frame drops and still be quest compatible

abstract crag
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okay so we are down to 6 things stopping me...

5 unsupported shaders...

and download size πŸ’€

arctic ginkgo
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unsupported shaders are ez like i said

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just find your materials and swap the shader

abstract crag
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its the download size tho

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its still 44.99mb

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and I have zero clue how to optimize it

ornate stump
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Start removing things that's pretty much it.

abstract crag
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if I remove anything else imma have like two shirts like nah fuck that

arctic ginkgo
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depending on what type of shading it does there are different ones you can use, but the main ones are: standard lite (good for more "realistic" type lighting, toon lit (totally flat) and matcap lit (good for cel shading and metallic things)

arctic ginkgo
arctic ginkgo
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@abstract crag let's focus on the materials first, have you located them in your assets?

abstract crag
arctic ginkgo
arctic ginkgo
abstract crag
arctic ginkgo
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website has instructions for setting up ft for your headset and also for setting up ft on an avatar

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just asking you to find a facetracking avatar and set up your facetracking so you know it works

abstract crag
arctic ginkgo
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there are public ones made for testing

warm ferry
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So can anyone help me with my avatar sinking into the ground for others?

arctic ginkgo
arctic ginkgo
arctic ginkgo
warm ferry
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half of my body is in the ground for everyone except me. The half that is visible to them looks normal

arctic ginkgo
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@abstract crag type t:material into your asset search bar

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alright, then go to the avatar setup page of the website

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i know they exist, this is more references for the shapes and parameters

abstract crag
arctic ginkgo
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yes it is

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you have to make the shapes yourself

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the parameters will be added for you if you use a ft package for unity

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but you have to make the actual shapes yourself, the tools aren't automatic modelers

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in blender you need to create the appropriate shapekeys

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look up youtube tutorials on adding basic facetracking, they'll show you how to do it

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either learn, hire someone to, or don't do it

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okay then hire someone

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and if you don't want to do that then just don't have face tracking on your avatar

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it's a fairly complex thing to setup, so you can either throw money at it, use avatars with facetracking already on them, do it yourself, or just not use your facetracking

arctic ginkgo
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matcap lit needs a matcap texture though or it will just look like toon lit

abstract crag
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OH

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thats what you meant

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bruhhh

arctic ginkgo
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standard lite is basic "realistic" shading, toon lit is flat lighting

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you can select and edit multiple at once

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shift to highlight everything between two materials and ctrl to select multiple non-consecutive ones

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then edit the shader once and it'll change them for all of them

abstract crag
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what would be a good shader in your opinion

(ignore the plain t-shirt I have a variety of tshirts for this avi)

arctic ginkgo
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you asked how to do something complex and 3D then got mad when the answer required you to learn the basics of a 3D program and Unity.. because you don't want to watch furries 😭

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if you don't want to do the work again you can throw money at it or give up

abstract crag
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bro's expecting handouts lmao

arctic ginkgo
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matcap lit can give you fake cel shading if you'd like

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woahh

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calm down pls

warm ferry
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if you dont like interacting with furries dont play vrchat lmaoo

arctic ginkgo
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no need to insult others

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okay then don't do it

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you asked us to help you so idk what else you want

abstract crag
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bro take a joke damn

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its not that deep, unlike how I was in your mom last night

arctic ginkgo
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😭

abstract crag
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awwww someones pissy

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xD

warm ferry
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uhm so can u help with my stupid sinking avatar? aha

arctic ginkgo
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also dude switchedpc is a beginner too, sunk money into this shit and instead of crying about how hard it is he's actually learning how to do it

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you could learn a thing or two lisa

abstract crag
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HA thanks sunshine

arctic ginkgo
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you asked for use to help you learn how to do it

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if you didn't want that you shouldn't have asked

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i didn't jump to any conclusions, i did not mean you were literally crying

abstract crag
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"I work"

bruh I work 50 hours a week, and have a very active social life too

arctic ginkgo
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i just meant you're complaining

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if you don't have the time to learn how to do it, i just don't get why you'd ask for help

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fucking ironic lol

abstract crag
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bros saying stay blocked as if we care

arctic ginkgo
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so quick to start a fight over a game lmfao

abstract crag
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real

arctic ginkgo
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they left the server too 😭

abstract crag
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anyways back to our civilized discussion

arctic ginkgo
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alright, if you want cel shading then I would use matcap lit, you just need to find a cel shading matcap texture, otherwise you can stick with the flat lighting and use toon lit

abstract crag
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what exactly is cel shading and how useful can it be

arctic ginkgo
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cel shading is like cartoon/anime shading, usually it has hard lines between shadows and highlights

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like this

abstract crag
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so that could be quite useful for the avatar I am making

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given its definetly in the anime style

arctic ginkgo
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here's a basic one i use for cel shading

abstract crag
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that looks pretty good

arctic ginkgo
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a matcap texture basically shows what it would look like if you put it on a white sphere

warm ferry
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@arctic ginkgo sorry to bother u butttt uhh i really cant figure this out

arctic ginkgo
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the texture is multiplied on top of the original texture, and it uses the angle from the camera to determine which part of the texture should be used

abstract crag
arctic ginkgo
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it's really a personal preference

abstract crag
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damn thats tough

arctic ginkgo
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i like to pair it with outlines if i do use matcaps

abstract crag
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I have never really seen the diffrence so its tough

arctic ginkgo
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although you probably have too many polys for that

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outlines double the poly count on quest

abstract crag
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I dont run outlines so probably best if I use toon lit

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did you say there was a way to quickly change all shaders that use Lil toon to a diffrent shader?

arctic ginkgo
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yeah, the screenshot you showed me looks like it's flat lighting, all the shadows are textured on there

arctic ginkgo
abstract crag
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what do I do if my shader option is black out πŸ’€

arctic ginkgo
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send a screenshot?

abstract crag
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also what should I do for transparent stuff?

arctic ginkgo
arctic ginkgo
# abstract crag also what should I do for transparent stuff?

true transparency isn't aloud on quest. A hacky sort of solution is to add an extra material slot and use both multiply and additive, with multiply being first, but this only works if the transparent material is the last on the material slots list (or the only one)

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the other solution is to manually cut it out in blender

abstract crag
arctic ginkgo
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okay, those look they are mostly used for face stuff that could work with the additive + multiply thing, again as long as they are the last in the material slot order

abstract crag
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elaborate on that material slot order thing

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I dont understand it

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if you can

arctic ginkgo
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so whatever model is using that material, it might have multiple other materials as well. There will be a list of what materials it uses. If this one is at the bottom, then adding to that list will just put both of them in the same spot, which lets you overlap transparent materials

abstract crag
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funny enough I dont even think that ones in use

arctic ginkgo
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alright, then you shouldn't need to worry about it

abstract crag
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I have reached an annoying issue

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should I be worried about how bright everything got when I changed to a diff texture

arctic ginkgo
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you change the material and everything got brighter?

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what does it look like now?

abstract crag
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I changed the shader from liltoon to toon lit

arctic ginkgo
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can you send a screenshot of how it looks now?

abstract crag
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I only changed the body and face but

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the one on the right is liltoon

arctic ginkgo
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it doesn't look too bright to me, it looks like it's affected by the light a little more

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because it's a little more yellow

abstract crag
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yeah

arctic ginkgo
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but if you are worried you can always use matcap lit and use a flat color texture to dim it a little bit

abstract crag
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which isnt innately bad considering how many darker worlds I hang out in

arctic ginkgo
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imo toon lit looks fine

abstract crag
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I think it looks fine too

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I just wanted to make sure I wasnt tripping balls

arctic ginkgo
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since you play on quest you've probably seen it a million times, any avatar that doesn't have dynamic shading on it is using toon lit

abstract crag
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oh crap what should I do for the hair

arctic ginkgo
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is the hair transparent?

abstract crag
arctic ginkgo
abstract crag
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one sec

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too much brighter

arctic ginkgo
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it doesn't have any black areas though?

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it may just be using inverted hull outlines

abstract crag
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none

arctic ginkgo
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which are quest compatible

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alright, if it is too bright you can always use matcap lit, just use a texture on top of it to make it dimmer. a light gray will make it a little darker

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it could literally just be 1 pixel

abstract crag
arctic ginkgo
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like photoshop, krita, etc

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i have FireAlpaca, which is free

abstract crag
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I meant placing a texure on top

arctic ginkgo
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ohh you would change the shader to matcap lit and then put the gray texture in the matcap texture slot

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just import the image and then drag it in or select the box and search for the image

abstract crag
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thank you, also it turns the ear fluff to yellow... how do I avoid that

arctic ginkgo
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the yellow color is from the light source in your scene

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the light is yellow, so the model turns yellow

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if you want to see what it looks like under just white you can select your light and change the color to white

abstract crag
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ohhh

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then the hair is probably fine

arctic ginkgo
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something i do recommend doing, at least for all your body parts and clothes (but not necessarily for any items, up to you) is selecting all of the mesh renderers and skinned mesh renderers and setting an anchor override for all of them

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just setting it to the same thing, usually the hips

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it just helps the lighting to be more consistent, especially with toon lit

abstract crag
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okay under diffrent light the hair looks fine

arctic ginkgo
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most worlds have "light probes" which are invisible boxes that tell you what the light color and brightness are inside of them so it's easier to light dynamic things like pickups and avatars, but to know if an item is inside of that box it uses it's anchor. By default it's the center of the bounding box for each mesh (basically just the center of the item), but if for example your head and body are different, this means they could be in two different boxes and light differently. The anchor override will just set a manual point for what determines which box it's in, so if you set it to the hips for everything, your whole model will light the same and it will base it on where your hips are in the world

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especially in really dark worlds this can be an issue, it'll sometimes cause your body to be really dark while your head is really light or vice versa, this can happen with any seperate object on your avatar

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again this probably isn't an issue for items/props, but you will want your head, body, and clothes to all light the same way

abstract crag
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what is the fastesy way to change that I have a lot of clothing toggles

arctic ginkgo
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it will change it for all of them at once

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i do think thry's avatar tools will do this for you though

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when you go to upload your avatar, this tool gives you a pop up saying that your avatar doesn't have anchor overrides set, and if you click "yes" to set them it'll do it automatically

abstract crag
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this this or?

arctic ginkgo
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no it's not a VRCFury thing, just on the skinned mesh renderers in the inspector

hollow moon
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So I'm starting an avatar project, but I need help with knowing what blender thing to pick when making the new file for my avatar. If context is needed, I have a model that I downloaded, but I also only have a little bit of experience in doing basic world modeling in blender as I started a vrchat world project by building its parts in blender.

arctic ginkgo
hollow moon
abstract crag
# arctic ginkgo

so all the clothes need to anchor to the same points they would like when I link them in vrcfury or?